The Zantuba are a culture of tribes from chains and groups of islands south of the the mainland of Aio that have a strong connection with their ancestors and all ancient entities. Their appearence is dark skinned or tan skinned, and different types of tribal painting and tattoes cover their bodies. They are great stealth fighters and practice shamanism and and voodoo. Zantuba are led by their shamans and Warrior Kings, their form of chieftain. Some warriors of the Zantuba are mounted on loyal dinosaur like creatures native to the tropical islands. A Zantuba soldier and his mount can be lethal together.
A special factor of the Zantuba is that all of their military units can turn stealth and be invisible to all other players on the map for 30 seconds. The time of stealth can only be increased by the Ritual of Concealment.
Also, all Zantuba military units are trained in blocks or groups of various numbers. To train a group of military units, you must first sacrifice a certain number of units.
The Zantuba rely on three unique essentials for interesting gameplay: Rituals, Voodoo, and Sacrifice. In order for your people to stay strong you must conduct rituals.
Rituals are conducted in a special way. You must task at least one Shaman and at least 3 Ceremonial Dancers to a building called the Ritual Grove. Some rituals require more units. Once these units are tasked to the Ritual Grove, you can choose one of different dances. No more than one Shaman can be tasked to the Ritual Grove, but up to 15 Ceremonial Dancers can be tasked to the Ritual Grove. The more Ceremonial Dancers, the faster and better the ritual is performed. These are the rituals you can conduct: Ritual of War: The shaman lights the ceremonial pyre in the grove shrine and places ceremonial spears around the shrine. The ritual then begins. This ritual increases all military units' attack, hitpoints, and speed by 10% for every Ceremonial Dancer that is tasked to the Ritual Grove. Hero special powers regenerate faster also for each Ceremonial Dancer tasked to the grove. Ritual of Harvest: The shaman lights the pyre and places foods and crops all around the grove shrine. The ritual then begins. This ritual increases your timonium income by 5% for every Ceremonial Dancer tasked to the Ritual Grove. Miners also cost less and mine faster by 5% for every Ceremonial Dancer tasked to the grove. Ritual of Protection: The Shaman lights the pyre and places four ceremonial maks around the grove shrine. The ritual then begins. This ritual increases your buildings' HP and damage taken against heroes and air units by 8% for every Ceremonial Dancer tasked to the grove. All units also have increased HP by 5% for each Ceremonial Dancer tasked to the grove. Ritual of Concealment: The Shaman lights the pyre and throws in a powder to make the fire turn a dark purple. Then skulls of dinosaur creatures are placed along the shrine. The ritual then begins. This ritual increases the seconds that Zantuba military units can stay in stealth mode by 5 seconds for each Ceremonial Dancer tasked to the grove. Voodoo is a common practice by the Zantuba Shamans. Voodoo is a very unique factor to the Zantuba can be very helpful. The only bad thing though is that it takes an incredibly long time to recharge. In order to do Voodoo, you must click on one of your Shamans. Then you must click the command button that says "Perform Voodoo". Your Shaman will take out a crude, primitive sewed doll and ceremonial needles made out of stingray tail spines. Then a list will come up of all enemy units on the map right now. Click on one of them, and your Shaman will thrust the needle into the doll. Wherever that unit that you clicked on is, it will start slowly dieing. Voodoo can be very helpful at times. But for stronger units, it takes them more time to die from the Voodoo. In order to create military units, a sacrifice must be made. You can sacrifice any unit you want and a Sacrifical Pit. There are three different types of sacrifical pits that allow you to do different things. When you build a Sacrifical Pit, you must choose for it to be one of these: Pit of Snakes- The pit is filled with poisonous snakes. Units must be sacrificed in this type of pit in order for you to create ranged units. Pit of Fire- Fire is set ablaze in the pit. Units must be sacrificed in this type of pit in order for you to create melee units and siege units. Pit of Thorns- Spiky thorns are placed all over in the pit. Units must be sacrificed in this type of pit for you to create mounted units. If you don't understand this, this is what it means. To create any group of ranged units, a certain number of units must be sacrificed in a Pit of Snakes. This doesn't mean that you make one sacrifice into a Pit of Snakes and you can create all ranged units. This means that if you want a ranged unit, the sacrifices to create that ranged unit must be sacrificed in a Pit of Snakes. The same goes for all other different types of pits. I think now you understand it. Note: When Anaconda dies, he turns into Skeletal Anaconda, a skeletal version of himself. Once Skeletal Anaconda is killed, then he's killed for good. A gigantic tree that looks like a much thicker (by about 100 feet) Kapok Tree rises from the ground. Its roots span very far. When standing under the Ygarwa Tree, units are slowly healed. When in the spanse of the Ygarwa Tree's roots, units have an increased strength bonus by 25%. Some roots also rip out of the ground and attack any enemy units that pass them. [ind]Help to reveal the Dumbo Conspiracy to the World! [This message has been edited by Lord Iarune (edited 07-11-2006 @ 04:46 PM).]
This ritual requires: 1 Shaman, 3 Ceremonial Dancers
This ritual requires: 1 Shaman, 3 Ceremonial Dancers
This ritual requires: 1 Shaman, 4 Ceremonial Dancers
This ritual requires: 1 Shaman, 4 Ceremonial Dancers
-Tribal Screech: A war screech from Dabaru lowers enemy units' speed and morale.
-Poison Explosion: An exploding, poison fruit is thrown at enemies, bursting open and poisoning them.
-Ancestral Rage: Dabaru swings his two machetes crazily, damaging all units and cutting into machine units.
-Guillotine: Dabaru slices off the head of an enemy and rolls it back at enemies, causing them to cower in fear and some die from shock.
-Double Voodoo: Can cast voodoo on two units.
-Raise the Dead: The dead ancestors are raised to fight for you for 20 seconds.
-Divine Medice: Cast on a group of units or allied units to automatically heal them to full HP. Also boosts their speed by 10%
-Mystic Intervention: All enemy upgrades take twice as long as normal.
-Constriction: Constricts either a large amount of infantry units or a machine unit causing it to crush slowly.
-Lash of Terror: Lashes into an enemy unit. This is particular good against large machine units. Lowers morale of surrounding enemy units not killed.
-Burrow Quake: Burrows into the ground, causing an earthquake, then smashes back up, causing chunks of earth and rock to fly into enemy units and up into air units.
-Hiss of Conversion: Lets out an odd hiss that converts any enemy units near Anaconda.
Units Produced: Miner
Units Produced: None, used to conduct Rituals
Units Produced: None, used to perform Sacrifices
Units Produced: Shamans, Ceremonial Dancers
Units Produced: Macana Brave, Skull Hurler, Sharpshooter, Bone Crusher
Units Produced: Sharptooth Tracker, Sharptooth Spike-Lancer, Kris Champion
Units Produced: None, used for a defensive structure
Units Produced: Warrior-of-Bones, Crawling Fiend, Ancestral Sharptooth
Trained in Groups of 5
Requires 1 Sacrifice at a Pit of Fire
Trained in Groups of 5
Requires 1 Sacrifice at a Pit of Snakes
Trained in Groups of 4
Requires 2 Sacrifices at a Pit of Snakes
Trained in Groups of 2
Requires 2 Sacrifices at a Pit of Fire
Trained in Groups of 2
Requires 1 Sacrifice at a Pit of Thorns
Trained in Groups of 1
Requires 5 Sacrifices at a Pit of Thorns
Trained in Groups of 1
Requires 5 Sacrifices at a Pit of Fire
Trained in Groups of 2
Requires 2 Sacrifices at a Pit of Fire
Trained in Groups of 2
Requires 3 Sacrifices at a Pit of Fire׺°`°º×ALL HAIL THE UNCLELAND!׺°`°º×[/ind]
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