| |
 |
Stone Pit |
Health: 500 |
Cost:
50
 |
|
Production: 6 |
Upgrades:
Great Dig, Stone Trade |
Description:
The most basic means of extracting stone is a great Stone Pit dug
in the ground, filled with the sweat and groans of hard labor. Though
Stone Pits lack the sophisticated equipment used by other races, the
Drauga make up for it with their inexhaustible strength.
|
 |
Great Dig |
Health: 750 |
Cost:
65
 |
|
Production:
12 |
Upgrades:
None |
Research: |
Tier I:
200 |
Time: 30 |
Journeymen: |
Frontline; Repair +3; Req: Nat / Royalist |
Skilled Labor: |
Building;
Structure Cost -15%; Req: Nat / Royalist |
Fitted Stones: |
Building;
Health +25%; Req: Nat / Royalist |
Tier 2:
350 |
|
Fortified Walls: |
Building;
Health +25%
Req: Skilled Labor, Fitted Stones, Nationalist |
Strong Foundations:
|
Building;
Resist Siege +20%; Req: Journeymen,
Skilled Labor, Royalist |
Ramparts: |
Wall;
Resist Siege +20%; Req: Journeymen,
Skilled Labor, Req: Nationalist / Royalist |
Description:
To supply enclaves with more stone, Great Digs are often created.
Larger and more ambitious than Stone Pits, the work of Great Digs is
never done -- there is always more to be dug, more to be carved. Despite
their frustrating endless labor, Great Digs succeed in supplying
enclaves with twice the stone of traditional Stone Pits.
|
 |
Stone Trade |
Health: 750 |
Cost:
65
 |
|
Production: 10
5 |
Upgrades:
None |
Research: |
Tier I:
200 |
Time: 30 |
Journeymen: |
Frontline; Repair +3; Req: Nat / Royalist |
Skilled Labor: |
Building;
Structure Cost -15%; Req: Nat / Royalist |
Fitted Stones: |
Building;
Health +25%; Req: Nat / Royalist |
Tier 2:
350 |
|
Fortified Walls: |
Building;
Health +25%
Req: Skilled Labor, Fitted Stones, Nationalist |
Strong Foundations: |
Building;
Resist Siege +20%; Req: Journeymen,
Skilled Labor, Royalist |
Ramparts: |
Wall;
Resist Siege +20%; Req: Journeymen,
Skilled Labor, Req: Nationalist / Royalist |
Description:
To help support the economy of their enclaves, Stone Trades
exchange the raw stone extracted from Stone Pits for gold from
foreigners and private merchants.
|
 |
Wood Harvest |
Health: 500 |
Cost:
75
 |
|
Production: 6 |
Upgrades:
Logging Hut, Wood Trade |
Description:
When dozens of Drauga laborers are set loose with sharp axes,
their sheer determination produces a great Wood Harvest. Felling trees
and cutting them down to usable forms, Wood Harvests provide the Drauga
with much needed wood supplies.
|
 |
Logging Hut |
Health: 750 |
Cost:
95
 |
|
Production: 12 |
Upgrades:
None |
Research: |
Tier I:
250 |
Time: 30 |
Composite Bows
|
Archer; Range +4; Req: Nationalist / Royalist |
Dragonbone Bows |
Archer; RV +2; Req: Nationalist /
Royalist |
Whitesteel Armor: |
Archer;
DV +2; Req: Royalist |
Whitesteel Weapons: |
Archer;
AV +2; Req: Nationalist |
Tier 2:
400 |
|
Khaldunite Arrows: |
Archer;
AV +5 ;
Req: Composite Bows, Dragonbone Bows, Nationalist / Royalist |
Magic Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows,
Whitesteel Armor, Royalist |
Flaming Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows, Whitesteel Weapons, Nationalist |
Description:
The slightly more sophisticated Logging Hut improves on the Wood
Harvest by structuring the harvesters as if they were warriors competing
for honor. Driven on by each other’s accomplishments, the Drauga within
Logging Huts produce twice the wood as their Wood Harvest peers.
|
 |
Wood Trade |
Health: 750 |
Cost:
95
 |
|
Production: 15
5 |
Upgrades:
None |
Research: |
Tier I:
250 |
Time: 30 |
Composite Bows
|
Archer; Range +4; Req: Nationalist / Royalist |
Dragonbone Bows |
Archer; RV +2; Req: Nationalist /
Royalist |
Whitesteel Armor: |
Archer;
DV +2; Req: Royalist |
Whitesteel Weapons: |
Archer;
AV +2; Req: Nationalist |
Tier 2:
400 |
|
Khaldunite Arrows: |
Archer;
AV +5 ;
Req: Composite Bows, Dragonbone Bows, Nationalist / Royalist |
Magic Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows,
Whitesteel Armor, Royalist |
Flaming Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows, Whitesteel Weapons, Nationalist |
Description:
Wood Trades sell off the hard labor of wood cutters. This brooks
no complaints from most Drauga, who consider manual work completely
without honor anyway, but many laborers complain bitterly about seeing
their resources traded for gold.
|
 |
Metal Works |
Health: 500 |
Cost:
100
 |
|
Production: 7 |
Upgrades:
Forge, Iron Trade |
Description:
The smoke and ash of the Metal Works cover the Drauga laborers in
black grime and leave many burnt and scarred. Nevertheless, Metal Works
serve to provide the iron used in reinforcing the bone weapons used by
Drauga warriors.
|
 |
Forge |
Health: 750 |
Cost:
130
 |
|
Production:
14 |
Upgrades:
None |
Research: |
Tier I:
300 |
Time: 30 |
Billeting:
|
Infantry;
Recruit Cost -15%; Req: Nationalist |
Entrench Tactics: |
Infantry;
DV +1; Entrench Time -20%; Royalist |
Whitesteel Weapons: |
Infantry;
AV +2; Req: Nationalist / Royalist |
Whitesteel Armor: |
Infantry;
DV +2; Req: Nationalist / Royalist |
Tier 2:
450 |
|
Khaldunite Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons, Whitesteel Armor, Nationalist / Royalist |
Shocktroops: |
Infantry;
AV +1; Speed Max +20%;
Req: Whitesteel Weapons, Entrench Tactics, Royalist |
Magic Armor: |
Infantry;
Resist Range +20%; Req: Whitesteel Weapons,
Billeting, Nationalist |
Description:
With greater organization, hotter flames, with more sweat and
pain, Forges produce twice the iron as Metal Works. No price is too
great to pay to arm warriors for honorable combat.
|
 |
Iron Trade |
Health: 750 |
Cost:
130
 |
|
Production: 20 6 |
Upgrades:
None |
Research: |
Tier I:
300 |
Time: 30 |
Billeting: |
Infantry;
Recruit Cost -15%; Req: Nationalist |
Entrench Tactics: |
Infantry;
DV +1; Entrench Time -20%; Royalist |
Whitesteel Weapons: |
Infantry;
AV +2; Req: Nationalist / Royalist |
Whitesteel Armor: |
Infantry;
DV +2; Req: Nationalist / Royalist |
Tier 2:
450 |
|
Khaldunite Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons, Whitesteel Armor, Nationalist / Royalist |
Shocktroops: |
Infantry;
AV +1; Speed Max +20%;
Req: Whitesteel Weapons, Entrench Tactics, Royalist |
Magic Armor: |
Infantry;
Resist Range +20%; Req: Whitesteel Weapons,
Billeting, Nationalist |
Description:
By facilitating the bartering of iron for gold, Iron Trades
reduce the availability of metal for use in weapons and structures, but
nevertheless provide the Drauga with the hard currency often needed for
other purposes.
|
 |
Barter House |
Health: 500 |
Cost:
125
 |
|
Production:
20
-1
-1
-1 |
Upgrades:
Trade Hall, Workshop |
Description:
Barter Houses attract merchants from far and wide who are willing
to purchase raw materials in exchange for gold. Though Barter Houses
often have a feel of exploitation, the Drauga view them as a necessary
means to obtaining the gold needed for fielding armies.
|
 |
Trade Hall |
Health: 750 |
Cost:
155
 |
|
Production: 2
-4
-4
12 |
Upgrades:
None |
Description:
Trade Halls are larger and more prominent than Barter Houses, and
thus attract speculators willing to trade in more substantial quantities
of raw materials. Enabling the selling of these commodities for gold,
Trade Halls provide a substantial income for enclaves.
|
 |
Workshop |
Health: 750 |
Cost:
155
 |
|
Production: -5
+4
+4
+4 |
Upgrades:
None |
Description:
Through the savage alchemy of hard work and crude machinery,
Workshops consume wood for blazing fires that extract iron from raw
stone. Despite the normal Drauga disdain for laborers, those who stoke
the fires of Workshops are given a grudging respect.
|
 |
Proving Grounds |
Health: 500 |
Cost:
80
 |
|
Production: +1 Unit Limit |
Upgrades:
None |
Research: |
Tier I:
300 |
Time: 30 |
Billeting:
|
Cavalry; Recruit Cost -20%; Req:
Royalist |
Stable Master: |
Cavalry; Health +15%; Req: Nationalist |
Whitesteel Armor: |
Cavalry;
DV +2; Req: Nat / Royalist |
Whitesteel Weapons: |
Cavalry;
AV +2; Req: Nat / Royalist |
Tier 2:
450 |
|
Khaldunite Weapons: |
Cavalry;
AV +5 ;
Req: Whitesteel Weapons, Whitesteel Armor, Nat / Royalist |
Cavalry Tactics: |
Cavalry;
Speed Max +20%;
Req: Whitesteel Weapons, Billeting, Royalist |
Balanced Weapons: |
Cavalry;
AV +3; Req: Whitesteel Weapons,
Stable Master, Nationalist |
Description:
The ritual battles of the Proving Grounds are critical for
establishing the one place in the Drauga social hierarchy. Those who
would advise armies come here to prove their worth, and once they have
done so, their leadership helps to maintain additional companies in the
field.
|
 |
Ancestral Hall |
Health: 500 |
Cost:
120
 |
|
Production: 3 |
Upgrades:
Spirit Walk |
Description:
A gathering place for Elders, Ancestral Halls produce incredible
amounts of oral lore. It is in Ancestral Halls that the sagas of great
warriors are remembered, and here, too, are the secrets of Drauga
spell-craft. Those who come to Ancestral Halls bring offerings of sacred
Khaldunite, providing the rare resource to enclaves.
|
 |
Spirit Walk |
Health: 750 |
Cost:
150
 |
|
Production: 6 |
Upgrades:
None |
Research: |
Tier I:
500 |
Time: 30 |
Khaldunite Armor:
|
Frontline;
Resist Melee +20%; Req: Nat / Roy |
Magic Armor:
|
Infantry;
Resist Range +20%; Req: Royalist |
Onyx Rings: |
Frontline;
Resist Fire +20%; Req: Nationalist |
Description:
Believing the greatest secrets of Khaldun to be hidden within the
bodies of the dead, Spirit Walks are home to elite Elders who divine the
future and learn the past through study of the spirits hidden within
plants and animals. Because of their great prestige, Spirit Walks
attract twice the offerings of Khaldunite.
|
 |
Tribal Totem |
Health: 500 |
Cost:
120
 |
|
Production: 3 |
Upgrades:
Spirit Totem |
Description:
Marking the great achievements of Drauga heroes, Tribal Totems
serve as the focal point for Drauga spiritual energy. By drawing in the
mana used by Huntmasters in their rituals, Tribal Totems allow these
Drauga females to practice their secret crafts and learn their savage
ways.
|
 |
Spirit Totem |
Health: 750 |
Cost:
150
 |
|
Production: 6 |
Upgrades:
None |
Research: |
Tier I:
500 |
Time: 30 |
Proselytize |
Frontline;
Resupply Rate -15%; Req: Nat / Roy |
Blessing Speed |
Frontline;
Speed Max +10%; Req: Nationalist |
Blessing Life |
Frontline;
Health +10%; Req: Royalist |
Description:
By drawing upon not only those tribe members still living, but
also those dead, Spirit Totems increase the mana gathered by Tribal
Totems and allow the Huntmasters to engage in even more potent rites.
|
 |
Outpost |
Health: 1200 |
Cost:
80
 |
Militia:
Impaler: 4
Raider: 4 |
Ranges:
Guard Range: 22
Detection Range: 26
Supply Range: 26 |
Production: -4 |
Upgrades:
Fort |
Description:
Outposts are built by the much-derided Crafters, but despite
their provenance, prove critical to the warlike Drauga, for they can
provide supplies to advance raiding parties and offer a safe haven to
fall back to.
|
 |
Fort |
Health: 1800 |
Cost:
80
 |
Militia:
Impaler: 8
Raider: 8 |
Ranges:
Guard Range: 24
Detection Range: 30
Supply Range: 30 |
Production: -6 |
Upgrades:
None |
Description:
Fortresses are impressive structures of wood and stone and are
the pride of Drauga Crafters. They are powerfully built and difficult to
destroy and can house many warriors and supply even more.
|
 |
Mine, Gold |
Health: 500 |
Cost:
100
 |
|
Production: 25 |
Upgrades:
Gold Mine Upgrade |
|
 |
Mine, Gold Upgrade |
Health: 750 |
Cost:
100
 |
|
Production: 40 |
Upgrades:
None |
|
 |
Mine, Iron |
Health: 500 |
Cost:
90
 |
|
Production: 10 |
Upgrades:
Iron Mine Upgrade |
|
 |
Mine, Iron Upgrade |
Health: 750 |
Cost:
90
 |
|
Production: 15 |
Upgrades:
None |
|
 |
Mine, Mana |
Health: 500 |
Cost:
120
 |
|
Production: 4 |
Upgrades:
Mana Mine Upgrade |
|
 |
Mine, Mana Upgrade (Mana Spire) |
Health: 750 |
Cost:
120
 |
|
Production: 8 |
Upgrades:
None |
|
 |
Mine, Stone |
Health: 500 |
Cost:
50
 |
|
Production: 10 |
Upgrades:
Stone Mine Upgrade |
|
 |
Mine, Stone Upgrade |
Health: 750 |
Cost:
50
 |
|
Production: 15 |
Upgrades:
None |
|
 |
Mine, Wood (Ironwood Camp) |
Health: 500 |
Cost:
75
 |
|
Production: 10 |
Upgrades:
Wood Mine Upgrade |
|
 |
Mine, Wood Upgrade (Ironwood Mill) |
Health: 750 |
Cost:
75
 |
|
Production: 15 |
Upgrades:
None |
|
| |
|