Village apothecary: Difference between revisions

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Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
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(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
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Line 9: Line 9:
| ma = 5
| ma = 5
| marange = 3+1d2
| marange = 3+1d2
| weight = 200
| weight = 201
| featureweightinfo = no
| featureweightinfo = no
| id = HumanApothecary1
| id = HumanApothecary1
| tier = 1
| tier = 1
| colorstr = &g
| colorstr = &g
| tilecolors = gw
| renderstr = h
| renderstr = h
| corpse = {{ID to name|Human Corpse}}
| corpse = Human Corpse
| corpsechance = 90
| corpsechance = 90
| role = Skirmisher
| role = Skirmisher
| extra = {{Extra info|weight = 200}}
| extra = {{Extra info|weight = 201 | bodytype = Humanoid}}
| inheritingfrom = HumanApothecary
| inheritingfrom = HumanApothecary
| quickness = 100
| quickness = 100
Line 36: Line 37:
| faction = {{creature faction|{{FactionID to name|Merchants}}|100}}
| faction = {{creature faction|{{FactionID to name|Merchants}}|100}}
| demeanor = neutral
| demeanor = neutral
| inventory = {{inventory|Leather Boots|1|no|100}}{{inventory|Cloth Robe|1|no|100}}{{inventory|Waterskin|1-2|no|100}}
| inventory = {{inventory|Leather Boots|1|no|100|no}}{{inventory|Cloth Robe|1|no|100|no}}{{inventory|Waterskin|1-2|no|100|no}}{{inventory|Walking Stick|1|no|100|no}}
| skills = {{SkillID to name|CookingAndGathering_Harvestry}}
| skills = {{SkillID to name|CookingAndGathering_Harvestry}} </br>{{SkillID to name|Physic_Nostrums}} </br>{{SkillID to name|Physic_Apothecary}}
| mutations = {{creature mutation|{{MutationID to name|DarkVision}}|3|18}}
| desc = Fine crushed herbs dust the old =pronouns.personTerm='s pestle knuckles.
| desc = Fine crushed herbs dust the old =pronouns.personTerm='s pestle knuckles.
| categories = Humanoids
| categories = Humanoids
| gameversion = 2.0.201.55
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->The {{name|possessive}} sprite can vary depending on the type of creatures that appear in a randomly generated village, but they will always have the same coloration with a primary color of green.
<!-- END QBE -->The {{name|possessive}} sprite can vary depending on the type of creatures that appear in a randomly generated village, but they will always have the same coloration with a primary color of green.
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