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Terranoid

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Categories: Races | Good Alignment

Terranoid Earth Burrower
Terranoid Earth Burrower

Terranoid

Contents

  • 1 Description
  • 2 Bonuses
  • 3 Military
  • 4 Spells
  • 5 Buildings
  • 6 Notes

[edit] Description

Terranoids live underground on all land types, because they are closer to the World's core, their living environment is relativley similar (hot, dark, moist), regardless of conditions above. They are magically strong, and have mastered the powers of terraforming. Slightly shorter than Human in shape, with several defining characteristics:

  • Transparent skin
  • Improved vision
  • Able to detect minute siesmic vibrations from far away by touch
  • Able to withstand high temperatures
  • Strong magical bond with earth

[edit] Bonuses

  • Zero starting resources
  • Zero initial troops in the beginning of a round
  • Zero build, destruction and rezone costs
  • Land houses 20 citizens, buildings house additional 0


[edit] Military

Terranoid military overview
Name Attack Defense Return Train Casualties Mages Spies Price
Rock Slinger 4.0 2.0 12 12 150% 600g, 25l
Trap Expert 5.0 9 80% 815g, 30l
Earth Burrower 8.0 2.0 12 12 100% 1550g, 150r
Living Grotto 50.0 12 50% 12000g, 650fd
The Enlightened 5.0 12 12 20% 2.0 4500g, 50m
Shadow Walker 12 0.75 1800g
Abrasionist 150g
  • Living Grotto is a massive area of living earth; it requires vast amounts of nutrients to maintain; 5 food per hour, per Living Grotto.
  • Living Grotto is limited to 1 per acre of land a kingdom has and will die when the they run out of space to live on (after an invasion).
  • Living Grotto increases exploration gold cost by (Living Grotto * 100 / land size)%.

[edit] Spells

  • Terra Firma SELF - Reduces build time by 4 hours


[edit] Buildings

  • Home unable to construct
  • Tavern unable to construct
  • Alchemy do not boost kingdom Walls and Forges


[edit] Notes

This race was originally added to the game in The Age of Discovery round 6. This race was based on a suggestion by Aldaris.

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