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Old May 13th, 2007, 11:33 AM
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Default Re: MA: Al-Murrah: Desert Dwellers

The sacred units should benefit from Sakina - religious fearlessness. Morale 30.

Here are some other units that we came up with in brainstorming for another arab mod. I was going to use this stuff for late era so you'd probably want to change the magic.

(sufis)
* Dervish. Capital only berserking sacred.
* Murshid. A priest/mage, H1. WSN plus 100% from WSN plus 10% from WSN. Capital only, berserker (like Dervishes.) You get a hero version who is bigger.

(assassins)
* Ainsarii. Capital only stealthy sacred. No poison!
* Hashshasin. A priest/assassin/mage, H1. Capital only, has D, is crazy bad-***. No poison!

(actual islamic clerical titles, mix of traditions though)
* Imam. A priest/general, mounted, H4, has a standard, large leadership. Is a hero.
* Ulema. A priest/philosopher, H2, makes research.
* Mufti. A priest/judge, H3, has a patrol bonus. Capital only, maybe has a chance of death magic?
* Qadi. A priest/judge, H1, has a patrol bonus.

And given that Alchemy is an arabic word, they should get an alchemist.
* Alchemist. A mage. FED, 100% FED, 10% FED. Forge bonus, alchemy bonus. You get a hero version who also has blood and astral - he's eeeeevil.

I'll gladly help you with mod-script if you don't know how to make any of these units (the Ulema needs to copystats on the EA Arco philosopher.)

Anyway, go ahead and take any of this that is helpful - I've got plenty of other mods I want to work on so I'm not keen on doing arabs myself if someone else wants to do it.
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