seperate 'Special Notes:' from the units into a macro on its own (patch #889)

This commit is contained in:
Nils Kneuper 2007-12-20 19:23:12 +00:00
parent 6a7b08b6fc
commit 170c33654e
119 changed files with 125 additions and 360 deletions

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@ -15,9 +15,7 @@
{AMLA_DEFAULT}
cost=50
usage=mixed fighter
unit_description= _ "Although Malin's sword has grown rusty from lack of proper care, his increasing skill with magic more than compensates.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}
unit_description= _ "Although Malin's sword has grown rusty from lack of proper care, his increasing skill with magic more than compensates."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound={SOUND_LIST:HUMAN_OLD_DIE}
{DEFENSE_ANIM "units/dark-mage-defend.png" "units/dark-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[attack]

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@ -19,9 +19,7 @@
experience=80
advanceto=Dwarvish Loremaster
{AMLA_TOUGH 3}
unit_description= _ "Dwarvish Annalists are the historians of this ancient and proud race. They are few in number, and their very existence is not generally known to the other peoples of the Great Continent. To the abilities of the Witness they add, through the study of herb and mineral lore, the ability to cure poison.
Special Notes:"+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_UNPOISON}
unit_description= _ "Dwarvish Annalists are the historians of this ancient and proud race. They are few in number, and their very existence is not generally known to the other peoples of the Great Continent. To the abilities of the Witness they add, through the study of herb and mineral lore, the ability to cure poison."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_UNPOISON}
[abilities]
{ABILITY_LEADERSHIP_LEVEL_3}
{ABILITY_UNPOISON}

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@ -17,9 +17,7 @@
cost=50
usage=mixed fighter
{AMLA_TOUGH 3}
unit_description= _ "Loremasters are the sages of the dwarvish race. Their counsel is greatly valued by war-leaders and chieftains, and they are viewed with awe by ordinary dwarves, for they alone have plumbed the deepest and most closely-held secrets of dwarven knowledge. It is said that where a loremaster stands, there is the soul of the dwarves. To the abilities of the Annalist they add a limited ability to heal.
Special Notes:"+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_UNPOISON}
unit_description= _ "Loremasters are the sages of the dwarvish race. Their counsel is greatly valued by war-leaders and chieftains, and they are viewed with awe by ordinary dwarves, for they alone have plumbed the deepest and most closely-held secrets of dwarven knowledge. It is said that where a loremaster stands, there is the soul of the dwarves. To the abilities of the Annalist they add a limited ability to heal."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_UNPOISON}
[abilities]
{ABILITY_LEADERSHIP_LEVEL_4}
{ABILITY_UNPOISON}

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@ -19,9 +19,7 @@
advanceto=Wesfolk Leader
cost=36
usage=mixed fighter
unit_description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric's people was being lost. This outcast still converves her nobleness in her veins, and in the battle-field she has earned valuable experience, which continues increasing with time, as does her natural leadership.
Special Notes:"+{SPECIAL_NOTES_DISTRACT}+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric's people was being lost. This outcast still converves her nobleness in her veins, and in the battle-field she has earned valuable experience, which continues increasing with time, as does her natural leadership."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISTRACT}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "units/human-outlaws/outlaw+female-defend.png" "units/human-outlaws/outlaw+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack]

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@ -21,9 +21,7 @@
{AMLA_DEFAULT}
cost=60
usage=mixed fighter
unit_description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric's people was being lost. This outcast still converves her nobleness in her veins, and in the battle-field she has earned valuable experience, which continues increasing with time, as does her natural leadership.
Special Notes:"+{SPECIAL_NOTES_DISTRACT}+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric's people was being lost. This outcast still converves her nobleness in her veins, and in the battle-field she has earned valuable experience, which continues increasing with time, as does her natural leadership."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISTRACT}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "units/human-outlaws/fugitive+female-defend.png" "units/human-outlaws/fugitive+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack]

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@ -20,9 +20,7 @@
advanceto=Wesfolk Lady
cost=18
usage=mixed fighter
unit_description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric's people was being lost. This outcast still converves her nobleness in her veins, and in the battle-field she has earned valuable experience, which she can lend to her people for turning a fight in their favour.
Special Notes:"+{SPECIAL_NOTES_DISTRACT}+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric's people was being lost. This outcast still converves her nobleness in her veins, and in the battle-field she has earned valuable experience, which she can lend to her people for turning a fight in their favour."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISTRACT}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "units/human-outlaws/footpad+female-defend.png" "units/human-outlaws/footpad+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack]

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@ -22,9 +22,7 @@
{AMLA_DEFAULT}
cost=30
usage=mixed fighter
unit_description= _ "Named 'Eyestalks' for obvious reasons, these plant-like creatures can focus their gaze onto an unsuspecting victim to draw life energy straight out of them to replenish their own. While almost defenseless against melee attacks, its deadly gaze from afar is not to be underestimated.
Special Notes:"+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_REGENERATES}
unit_description= _ "Named 'Eyestalks' for obvious reasons, these plant-like creatures can focus their gaze onto an unsuspecting victim to draw life energy straight out of them to replenish their own. While almost defenseless against melee attacks, its deadly gaze from afar is not to be underestimated."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_REGENERATES}
{DEFENSE_ANIM "units/eyestalk-attack-1.png" "units/eyestalk.png" wose-hit.ogg }
[abilities]
{ABILITY_REGENERATES}

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@ -34,9 +34,7 @@
advanceto=null
cost=20
usage=scout
unit_description= _ "A swirl of dust and desert sand, quick as a wind, impossible to spot when resting and as dangerous as sand storm when riled.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SWARM}
unit_description= _ "A swirl of dust and desert sand, quick as a wind, impossible to spot when resting and as dangerous as sand storm when riled."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SWARM}
{DEFENSE_ANIM "dust-devil.png" "dust-devil.png" groan.wav }
die_sound=groan.wav
[attack]

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@ -31,9 +31,7 @@
{AMLA_DEFAULT}
cost=19
usage=scout
unit_description= _ "Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the sands by unholy magic to spread fear and destruction.
Special Notes:"+{SPECIAL_NOTES_SUBMERGE}
unit_description= _ "Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the sands by unholy magic to spread fear and destruction."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE}
die_sound={SOUND_LIST:SKELETON_DIE}
[abilities]
{ABILITY_SUBMERGE}

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@ -1,4 +1,9 @@
#textdomain wesnoth
#define SPECIAL_NOTES
_"
Special Notes:"#enddef
#define SPECIAL_NOTES_SPIRIT
_" Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef

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@ -16,9 +16,7 @@
undead_variation=bat
cost=21
usage=scout
unit_description= _ "Blood Bats are so-named because of their ruddy hue, which some mark as a symbol of their preferred diet. These creatures are fast and can drain the blood of those they attack, thereby gaining some of the health lost by their victims.
Special Notes:"+{SPECIAL_NOTES_DRAIN}
unit_description= _ "Blood Bats are so-named because of their ruddy hue, which some mark as a symbol of their preferred diet. These creatures are fast and can drain the blood of those they attack, thereby gaining some of the health lost by their victims."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}
{DEFENSE_ANIM "units/undead/bloodbat-defend.png" "units/undead/bloodbat.png" {SOUND_LIST:BAT_HIT} }
die_sound=bat-flapping.wav
[resistance]

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@ -15,9 +15,7 @@
undead_variation=bat
cost=13
usage=scout
unit_description= _ "Vampire bats are flying beasts that feed on the blood of other creatures. While their fangs are not very powerful, the health of victims is drained away along with their blood, and given to the Bats.
Special Notes:"+{SPECIAL_NOTES_DRAIN}
unit_description= _ "Vampire bats are flying beasts that feed on the blood of other creatures. While their fangs are not very powerful, the health of victims is drained away along with their blood, and given to the Bats."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}
{DEFENSE_ANIM "units/undead/bat-defend.png" "units/undead/bat.png" {SOUND_LIST:BAT_HIT} }
die_sound=bat-flapping.wav
[resistance]

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@ -18,9 +18,7 @@
profile=portraits/Alex_Jarocha-Ernst/drake-clasher.png
unit_description= _ "A Drake Clasher is incapable of either flight and fire-breathing, and most assume their relegation to melee combat is because of disability - an attempt to garner use from what otherwise would be a liability. It is possible that they have some mild deficiency in those skills, but those who support this theory have failed to consider how uniquely well-suited they are to combat a fellow drake.
They are, in fact, the Judicators of the Drake Hierarchy, and though their armament is now largely ceremonial, it is none the less effective. In their encounters with lesser races, they discovered that their natural size and strength were themselves powerful weapons, and when combined with the armament worn by this caste, the resulting warriors lack some of the typical weaknesses of their kind, such as the strong vulnerability to spears and arrows.
Special Notes:"+{SPECIAL_NOTES_FIRSTSTRIKE}
They are, in fact, the Judicators of the Drake Hierarchy, and though their armament is now largely ceremonial, it is none the less effective. In their encounters with lesser races, they discovered that their natural size and strength were themselves powerful weapons, and when combined with the armament worn by this caste, the resulting warriors lack some of the typical weaknesses of their kind, such as the strong vulnerability to spears and arrows."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound=drake-die.ogg
[death]
[frame]

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@ -23,9 +23,7 @@
undead_variation=drake
cost=51
usage=mixed fighter
unit_description= _ "It is said that the eldest lines of drakes - the direct descendants of the dragons themselves - have veins which course with fire rather than blood. That they can breathe fire as they do lends credence to this belief, though, for some reason, no one has tried cutting one open to find out.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "It is said that the eldest lines of drakes - the direct descendants of the dragons themselves - have veins which course with fire rather than blood. That they can breathe fire as they do lends credence to this belief, though, for some reason, no one has tried cutting one open to find out."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/flameheart-defend.png" "units/drakes/flameheart.png" {SOUND_LIST:DRAKE_HIT} }
[movement_anim]

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@ -22,9 +22,7 @@
undead_variation=drake
cost=35
usage=mixed fighter
unit_description= _ "Drakes are an old race, wise enough to hearken to their own natural leaders. Those who are called 'flares' by their enemies are the drakes who aspire to be such leaders, both in war and in peace.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "Drakes are an old race, wise enough to hearken to their own natural leaders. Those who are called 'flares' by their enemies are the drakes who aspire to be such leaders, both in war and in peace."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/flare-defend.png" "units/drakes/flare.png" {SOUND_LIST:DRAKE_HIT} }
[movement_anim]

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@ -17,9 +17,7 @@
cost=16
usage=scout
unit_description= _ "Drake Gliders wear as little encumberment as possible, freeing themselves to fly to their full ability. These Drakes are competent fighters, possessing the internal fire common to many of their kin. Gliders can also effectively use their speed to slam their opponents into submission. From their aerial vantage point, these drakes can see past most defensive cover. Their skill at flying allows them the precision to target enemies under such cover.
Special Notes:"+{SPECIAL_NOTES_MARKSMAN}
unit_description= _ "Drake Gliders wear as little encumberment as possible, freeing themselves to fly to their full ability. These Drakes are competent fighters, possessing the internal fire common to many of their kin. Gliders can also effectively use their speed to slam their opponents into submission. From their aerial vantage point, these drakes can see past most defensive cover. Their skill at flying allows them the precision to target enemies under such cover."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/glider-defend.png" "units/drakes/glider.png" {SOUND_LIST:DRAKE_HIT} }

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@ -26,9 +26,7 @@
undead_variation=drake
cost=40
usage=scout
unit_description= _ "Masters of the aerial realm, the Hurricane Drakes are the elite among those drakes which are gifted with flight. Soaring high in the air, they can see past most defensive cover and spit fire at their foes with impunity.
Special Notes:"+{SPECIAL_NOTES_MARKSMAN}
unit_description= _ "Masters of the aerial realm, the Hurricane Drakes are the elite among those drakes which are gifted with flight. Soaring high in the air, they can see past most defensive cover and spit fire at their foes with impunity."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/hurricane-attack-melee1.png" "units/drakes/hurricane.png" {SOUND_LIST:DRAKE_HIT} }

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@ -25,9 +25,7 @@
undead_variation=drake
cost=30
usage=scout
unit_description= _ "Sky drakes are truly the kings of the sky. The momentum of their terrible stooping dive and and their fire breath combine into a terrible weapon. By attacking from the air, they can spit fire with great precision into positions which would otherwise afford a great defensive advantage to their foes.
Special Notes:"+{SPECIAL_NOTES_MARKSMAN}
unit_description= _ "Sky drakes are truly the kings of the sky. The momentum of their terrible stooping dive and and their fire breath combine into a terrible weapon. By attacking from the air, they can spit fire with great precision into positions which would otherwise afford a great defensive advantage to their foes."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/sky-defend.png" "units/drakes/sky.png" {SOUND_LIST:DRAKE_HIT} }

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@ -16,9 +16,7 @@
cost=31
usage=fighter
profile=portraits/Alex_Jarocha-Ernst/drake-clasher.png
unit_description= _ "Slashers are Clashers who have chosen to master the use of a halberd instead of carrying a sword and the spear. Their great size allows them to use a weapon of matching scale, large enough to skewer a horse as a man would a boar. Their training has also enhanced their stamina and defensive skills, which is a major advantage over their close cousins the Gladiators.
Special Notes:"+{SPECIAL_NOTES_FIRSTSTRIKE}
unit_description= _ "Slashers are Clashers who have chosen to master the use of a halberd instead of carrying a sword and the spear. Their great size allows them to use a weapon of matching scale, large enough to skewer a horse as a man would a boar. Their training has also enhanced their stamina and defensive skills, which is a major advantage over their close cousins the Gladiators."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/slasher-defend.png" "units/drakes/slasher.png" {SOUND_LIST:DRAKE_HIT} }
[death]

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@ -17,9 +17,7 @@
cost=46
usage=fighter
profile=portraits/Alex_Jarocha-Ernst/drake-clasher.png
unit_description= _ "The Warden represents the pinnacle of the clasher caste, being picked from the most able Slashers. They have forged their might such that few warriors on this earth would dare stand against them. The Wardens' weapon of choice is the halberd, which they use to great effect.
Special Notes:"+{SPECIAL_NOTES_FIRSTSTRIKE}
unit_description= _ "The Warden represents the pinnacle of the clasher caste, being picked from the most able Slashers. They have forged their might such that few warriors on this earth would dare stand against them. The Wardens' weapon of choice is the halberd, which they use to great effect."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/warden-defend.png" "units/drakes/warden.png" {SOUND_LIST:DRAKE_HIT} }
[resistance]

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@ -16,9 +16,7 @@
undead_variation=dwarf
cost=33
usage=fighter
unit_description= _ "Berserkers are a rare caste of Dwarves, who work themselves into a towering rage before combat. These warriors forget all notion of defense, thinking only of the unrelenting assaults they are legendary for performing.
Special Notes:"+{SPECIAL_NOTES_BERSERK}
unit_description= _ "Berserkers are a rare caste of Dwarves, who work themselves into a towering rage before combat. These warriors forget all notion of defense, thinking only of the unrelenting assaults they are legendary for performing."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BERSERK}
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/dwarves/berserker-defend.png" "units/dwarves/berserker.png" {SOUND_LIST:DWARF_HIT} }
[defense]

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@ -17,9 +17,7 @@
undead_variation=dwarf
cost=19
usage=fighter
unit_description= _ "The dwarven race has always been famed for its sturdiness of build, and many of their warriors outfit themselves to take advantage of this. Dwarven guardsmen march into battle with tower shields and spears. Most often, their role is to hold the line, and to take a heavy toll on those who try to break it. As the line marches forward, they act to secure its hard-won advance.
Special Notes:"+{SPECIAL_NOTES_STEADFAST}
unit_description= _ "The dwarven race has always been famed for its sturdiness of build, and many of their warriors outfit themselves to take advantage of this. Dwarven guardsmen march into battle with tower shields and spears. Most often, their role is to hold the line, and to take a heavy toll on those who try to break it. As the line marches forward, they act to secure its hard-won advance."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST}
die_sound={SOUND_LIST:DWARF_DIE}
[defense]
mountains=40

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@ -17,9 +17,7 @@
undead_variation=dwarf
cost=41
usage=fighter
unit_description= _ "Champions among their fellow troops, the dwarven sentinels form the bulwark of their battle lines. Leading a direct assault against a line that they fortify, is often out of the question; it tends toward being suicidal, rather than merely ineffectual. These dwarves are masters of the melee, and can hold a patch of earth with the singleminded tenacity of an oak.
Special Notes:"+{SPECIAL_NOTES_STEADFAST}
unit_description= _ "Champions among their fellow troops, the dwarven sentinels form the bulwark of their battle lines. Leading a direct assault against a line that they fortify, is often out of the question; it tends toward being suicidal, rather than merely ineffectual. These dwarves are masters of the melee, and can hold a patch of earth with the singleminded tenacity of an oak."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST}
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/dwarves/sentinel-defend.png" "units/dwarves/sentinel.png" {SOUND_LIST:DWARF_HIT} }
[defense]

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@ -16,9 +16,7 @@
undead_variation=dwarf
cost=32
usage=fighter
unit_description= _ "The wiles of experience and training turn guardsmen into worthy soldiers. These stalwart troops are equipped to match their skills, and can hold their ground against all but the most visceral assault. It is a dangerous thing to lose a foothold to one such as these, for it will not be easily reprised.
Special Notes:"+{SPECIAL_NOTES_STEADFAST}
unit_description= _ "The wiles of experience and training turn guardsmen into worthy soldiers. These stalwart troops are equipped to match their skills, and can hold their ground against all but the most visceral assault. It is a dangerous thing to lose a foothold to one such as these, for it will not be easily reprised."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST}
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/dwarves/stalwart-defend.png" "units/dwarves/stalwart.png" {SOUND_LIST:DWARF_HIT} }
[defense]

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@ -16,9 +16,7 @@
undead_variation=dwarf
cost=19
usage=fighter
unit_description= _ "Dwarves are an ancient race of powerful fighters. Ulfserkers are the most ferocious of these; in battle, they will work themselves into a blind rage wherein they feel neither fear nor pain, and will pay no heed to any wounds they receive.
Special Notes:"+{SPECIAL_NOTES_BERSERK}
unit_description= _ "Dwarves are an ancient race of powerful fighters. Ulfserkers are the most ferocious of these; in battle, they will work themselves into a blind rage wherein they feel neither fear nor pain, and will pay no heed to any wounds they receive."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BERSERK}
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/dwarves/ulfserker-defend.png" "units/dwarves/ulfserker.png" {SOUND_LIST:DWARF_HIT} }
[defense]

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@ -19,9 +19,7 @@
usage=mixed fighter
unit_description= _ "The curious name of the elvish 'Avengers' comes from a tactic often employed by these master rangers. The enemy is allowed to break through a feint defense, and when the vulnerable troops behind the front line follow, these archers break cover and attack, cutting the supply lines and surrounding the enemy in one fell stroke.
This has, at times, been interpreted as a form of vengeance for their brethren lost earlier in the battle. Although not so base in design, it is not at all inaccurate.
Special Notes:"+{SPECIAL_NOTES_AMBUSH}
This has, at times, been interpreted as a form of vengeance for their brethren lost earlier in the battle. Although not so base in design, it is not at all inaccurate."+{SPECIAL_NOTES}+{SPECIAL_NOTES_AMBUSH}
die_sound={SOUND_LIST:ELF_HIT}
[movement_costs]
shallow_water=2

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@ -22,9 +22,7 @@
advanceto=Elvish Marshal
cost=32
usage=fighter
unit_description= _ "Elves, unlike many other races, will quickly acknowledge and follow any of their peers who have experience in combat. In this they differ greatly from humanity, for whom leadership is often a matter of coercion and intimidation. The combination of their willingness to accept the wisdom of their leaders, and the tendency to choose leaders of merit is one of the quiet strengths of the elves.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "Elves, unlike many other races, will quickly acknowledge and follow any of their peers who have experience in combat. In this they differ greatly from humanity, for whom leadership is often a matter of coercion and intimidation. The combination of their willingness to accept the wisdom of their leaders, and the tendency to choose leaders of merit is one of the quiet strengths of the elves."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:ELF_HIT}
{DEFENSE_ANIM_RANGE "units/elves-wood/captain-defend.png" "units/elves-wood/captain.png" {SOUND_LIST:ELF_HIT} melee}
{DEFENSE_ANIM_RANGE "units/elves-wood/captain-bow-defend.png" "units/elves-wood/captain-bow.png" {SOUND_LIST:ELF_HIT} ranged }

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@ -17,9 +17,7 @@
usage=healer
unit_description= _ "The magic of the wood-elves is poorly suited for combat, but effective nonetheless. The forests in which they live can be quickened by a word of command, and will lash out at those who threaten their peace.
Their chief ability lies in healing, and it is for this skill that the elvish druids are revered by their people.
Special Notes:"+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_CURES}
Their chief ability lies in healing, and it is for this skill that the elvish druids are revered by their people."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_CURES}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[abilities]
{ABILITY_CURES}

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@ -15,9 +15,7 @@
advanceto=Elvish Sylph
cost=55
usage=mixed fighter
unit_description= _ "The magic of the elves is wholly unlike that of humanity, so much so that humans are almost universally incapable of understanding it, let alone using it. Likewise, those who are masters of it are equally enigmatic; though it can be said that they are revered by their people, very little can be said about their actual function or purpose within that society.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SLOW}
unit_description= _ "The magic of the elves is wholly unlike that of humanity, so much so that humans are almost universally incapable of understanding it, let alone using it. Likewise, those who are masters of it are equally enigmatic; though it can be said that they are revered by their people, very little can be said about their actual function or purpose within that society."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SLOW}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[resistance]
arcane=90

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@ -18,9 +18,7 @@
usage=archer
unit_description= _ "One of the things which contributes to their skill with the bow is the unusually clear vision of elves. An elf practiced at archery can hit targets that a man couldn't even see, even at night, and can nock a second arrow almost as soon as the first is let fly.
Realizing this prodigious skill does come with one cost, that being a lack of practice with the sword.
Special Notes:"+{SPECIAL_NOTES_MARKSMAN}
Realizing this prodigious skill does come with one cost, that being a lack of practice with the sword."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
die_sound={SOUND_LIST:ELF_HIT}
[death]
[frame]

View file

@ -23,9 +23,7 @@
{AMLA_DEFAULT}
cost=55
usage=fighter
unit_description= _ "The longevity and natural intelligence of elves make them apt for military matters, enough even to counter their general distaste for such things. Elves remember things much more clearly than humankind, and can often intuit what others can only be trained to do. Certainly, on those rare occasions when an elf sets his mind to war, the strategy that results is the work of a master.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "The longevity and natural intelligence of elves make them apt for military matters, enough even to counter their general distaste for such things. Elves remember things much more clearly than humankind, and can often intuit what others can only be trained to do. Certainly, on those rare occasions when an elf sets his mind to war, the strategy that results is the work of a master."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_LEADERSHIP_LEVEL_3}

View file

@ -16,9 +16,7 @@
undead_variation=archer
cost=41
usage=mixed fighter
unit_description= _ "Though a man might spend years in the forest, he will never shake the feeling that he is a guest in a place he is not truly a part of. With elves, this is quite reversed. Any elf that studies the lore of the woods becomes a fitting master of them. This, combined with a considerable skill at archery and swordsmanship, is very useful in warfare.
Special Notes:"+{SPECIAL_NOTES_AMBUSH}
unit_description= _ "Though a man might spend years in the forest, he will never shake the feeling that he is a guest in a place he is not truly a part of. With elves, this is quite reversed. Any elf that studies the lore of the woods becomes a fitting master of them. This, combined with a considerable skill at archery and swordsmanship, is very useful in warfare."+{SPECIAL_NOTES}+{SPECIAL_NOTES_AMBUSH}
die_sound={SOUND_LIST:ELF_HIT}
[movement_costs]
shallow_water=2

View file

@ -19,9 +19,7 @@
usage=healer
unit_description= _ "Being partly faerie in nature, elves have an inherent capability for magic. This is realized in their affinity with the natural world, which they can call upon as an ally in combat. Enemies wandering in their forests may soon find themselves entangled by roots and hindered by the very ground they stand on.
The healing abilities of the elves are also remarkable, and of capital use in battle.
Special Notes:"+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_HEALS}
The healing abilities of the elves are also remarkable, and of capital use in battle."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_HEALS}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[abilities]
{ABILITY_HEALS}

View file

@ -17,9 +17,7 @@
undead_variation=archer
cost=55
usage=archer
unit_description= _ "There was a legend of an elf who stopped an arrow by shooting it out of the air with one of his own. It is a testament to the skill of the elves that such a story could be taken seriously. The sharpshooters of the elves have, quite simply, mastered the art of archery.
Special Notes:"+{SPECIAL_NOTES_MARKSMAN}
unit_description= _ "There was a legend of an elf who stopped an arrow by shooting it out of the air with one of his own. It is a testament to the skill of the elves that such a story could be taken seriously. The sharpshooters of the elves have, quite simply, mastered the art of archery."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
die_sound={SOUND_LIST:ELF_HIT}
# [death]
# [frame]

View file

@ -17,9 +17,7 @@
{AMLA_DEFAULT}
cost=52
usage=healer
unit_description= _ "Devotion to her faerie side will eventually transform an elf maiden into a creature of both worlds. Guided by a nature which is little understood, these beautiful stewards of the elven forests epitomize the grace and mystery of their people.
Special Notes:"+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_CURES}
unit_description= _ "Devotion to her faerie side will eventually transform an elf maiden into a creature of both worlds. Guided by a nature which is little understood, these beautiful stewards of the elven forests epitomize the grace and mystery of their people."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_CURES}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[abilities]
{ABILITY_CURES}

View file

@ -17,9 +17,7 @@
usage=mixed fighter
unit_description= _ "The world of faerie is far more potent than the corporeal world. Simply bringing some of this world into our own can have violent results. This is well-understood by the elves, although rarely used with malicious intent; doing so is no easy task, and is a very ill-regarded use of their strength.
Those able to do so are roughly titled as 'sorceresses' by other races; and certainly are capable of acting the part.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SLOW}
Those able to do so are roughly titled as 'sorceresses' by other races; and certainly are capable of acting the part."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SLOW}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[resistance]
arcane=100

View file

@ -17,9 +17,7 @@
{AMLA_DEFAULT}
cost=67
usage=mixed fighter
unit_description= _ "Rarely seen, the sage-like Sylphs are masters of both their faerie and mundane natures. They are possessed of wondrous, and sometimes terrifying powers. Legends concerning these have given other races a healthy fear of the elves.
Special Notes:"+{SPECIAL_NOTES_SLOW}
unit_description= _ "Rarely seen, the sage-like Sylphs are masters of both their faerie and mundane natures. They are possessed of wondrous, and sometimes terrifying powers. Legends concerning these have given other races a healthy fear of the elves."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[resistance]
arcane=80

View file

@ -18,9 +18,7 @@
usage=scout
unit_description= _ "'Dire wolves' differ from the common variety only in size and color. They typically stand taller than a horse at the shoulder, and have an appetite to match. Only a madman would willingly encounter them; the goblins, at great cost to themselves, have managed to tame and ride them.
The claws of a wolf are not generally regarded as being the more dangerous parts, but on a beast this large, they are thicker and longer than iron nails. Their riders smear a poison on the front set, not unlike that used by the orcish assassins, making a swipe from these beasts' paws into a most deadly stroke.
Special Notes:"+{SPECIAL_NOTES_POISON}
The claws of a wolf are not generally regarded as being the more dangerous parts, but on a beast this large, they are thicker and longer than iron nails. Their riders smear a poison on the front set, not unlike that used by the orcish assassins, making a swipe from these beasts' paws into a most deadly stroke."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
die_sound=wolf-die.wav
{DEFENSE_ANIM "units/goblins/direwolver-defend.png" "units/goblins/direwolver.png" wolf-hit.wav }
[movement_anim]

View file

@ -16,9 +16,7 @@
{AMLA_DEFAULT}
cost=13
usage=fighter
unit_description= _ "Goblins are used by the orcs as skirmishers to disrupt the enemy's battle line. Those who manage to survive their first few battles equip themselves with a long spear to compensate for their short reach, and better armor to guard their diminuitive frames.
Special Notes:"+{SPECIAL_NOTES_FIRSTSTRIKE}
unit_description= _ "Goblins are used by the orcs as skirmishers to disrupt the enemy's battle line. Those who manage to survive their first few battles equip themselves with a long spear to compensate for their short reach, and better armor to guard their diminuitive frames."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound={SOUND_LIST:GOBLIN_DIE}
{DEFENSE_ANIM "units/goblins/impaler-defend.png" "units/goblins/impaler.png" {SOUND_LIST:GOBLIN_HIT} }
[attack]

View file

@ -16,9 +16,7 @@
undead_variation=mounted
cost=32
usage=scout
unit_description= _ "Some Goblins train their wolves to overcome their fear of fire. In raids, these goblins take a supporting role; they will torch the homes and crops of their foes, and also carry nets to wreak havoc against those attempting to rally for defense or reprisal.
Special Notes:"+{SPECIAL_NOTES_SLOW}
unit_description= _ "Some Goblins train their wolves to overcome their fear of fire. In raids, these goblins take a supporting role; they will torch the homes and crops of their foes, and also carry nets to wreak havoc against those attempting to rally for defense or reprisal."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}
die_sound=wolf-die.wav
[movement_anim]
[frame]

View file

@ -23,9 +23,7 @@
{AMLA_DEFAULT}
cost=13
usage=fighter
unit_description= _ "Standard-bearers are an oddity amongst goblins. A goblin who has survived enough battles to be considered a veteran is rare enough, and it is rarer still for the other goblins to recognize and respect his veteran status. Nonetheless, a rouser's frenzied goading effectively steels the younger at arms to fight harder and longer before they die.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "Standard-bearers are an oddity amongst goblins. A goblin who has survived enough battles to be considered a veteran is rare enough, and it is rarer still for the other goblins to recognize and respect his veteran status. Nonetheless, a rouser's frenzied goading effectively steels the younger at arms to fight harder and longer before they die."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:GOBLIN_DIE}
{DEFENSE_ANIM "units/goblins/rouser-defend.png" "units/goblins/rouser.png" {SOUND_LIST:GOBLIN_HIT} }
[defend]

View file

@ -17,9 +17,7 @@
undead_variation=mounted
cost=58
usage=fighter
unit_description= _ "Grand Knights have reached the acme of skill with sword and lance. Wearing full plate, and riding steeds bred more for power than for speed, these warriors form the core of any serious cavalry force. A grand knight at the head of a charge is a terrifying sight for infantry, and is often enough to break right through a defensive line." + _ "
Special Notes:"+{SPECIAL_NOTES_CHARGE}
unit_description= _ "Grand Knights have reached the acme of skill with sword and lance. Wearing full plate, and riding steeds bred more for power than for speed, these warriors form the core of any serious cavalry force. A grand knight at the head of a charge is a terrifying sight for infantry, and is often enough to break right through a defensive line."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}
die_sound=horse-die.ogg
[attack]
name=sword

View file

@ -16,9 +16,7 @@
undead_variation=mounted
cost=40
usage=fighter
unit_description= _ "Horsemen of skill and discipline are promoted to Knights. Veterans of combat, they have seen the often-fatal results of a failed charge, and have learnt discretion in its use. Knights, therefore, carry swords in their armament, and practice tactics which, although requiring of much more patience, are less risky than a charge. Their lances are still at the ready, however, and growing experience with these weapons makes them deadlier at the tilt." + _ "
Special Notes:"+{SPECIAL_NOTES_CHARGE}
unit_description= _ "Horsemen of skill and discipline are promoted to Knights. Veterans of combat, they have seen the often-fatal results of a failed charge, and have learnt discretion in its use. Knights, therefore, carry swords in their armament, and practice tactics which, although requiring of much more patience, are less risky than a charge. Their lances are still at the ready, however, and growing experience with these weapons makes them deadlier at the tilt."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}
die_sound=horse-die.ogg
[attack]
name=sword

View file

@ -17,9 +17,7 @@
undead_variation=mounted
cost=40
usage=fighter
unit_description= _ "Lancers are among the bravest and most feared riders in all of Wesnoth. Clad in minimal armor, they free themselves to ride swiftly, faster than any of their peers. The daring tactics they employ are like a double-edged sword, for they often win either glory or a swift death. Lancers excel in hunting down infantrymen who have made the mistake of breaking formation, and in piercing defensive lines. However, they have limited use in defense." + _ "
Special Notes:"+{SPECIAL_NOTES_CHARGE}
unit_description= _ "Lancers are among the bravest and most feared riders in all of Wesnoth. Clad in minimal armor, they free themselves to ride swiftly, faster than any of their peers. The daring tactics they employ are like a double-edged sword, for they often win either glory or a swift death. Lancers excel in hunting down infantrymen who have made the mistake of breaking formation, and in piercing defensive lines. However, they have limited use in defense."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}
die_sound=horse-die.ogg
[attack]
name=lance

View file

@ -19,9 +19,7 @@
usage=fighter
unit_description= _ "Knights of the highest virtue, Paladins have sworn their strength not to king and crown, but to ideals themselves; of chivalry, and the stewardship of everything that is good. They do serve in the armies of the world, but their first loyalties often lie with groups of their own making; secret, monastic orders that cross political and cultural boundaries. Rulers are sometimes wary of them, for the paladins' loyalty is only as strong as the liege's apparent virtue. This has led the more darkly ambitious to either attempt to defame and disperse these groups, or more rarely, to conjure elaborate deceptions to keep these otherwise staunchly loyal troops in service.
Full paladins are generally not quite as fearsome as the 'Grand Knights' that champion most armies, but they are first-class fighters nonetheless. Additionally, their wisdom and piety grants these warrior monks certain curious abilities; a paladin is very powerful in fighting magical or unnatural things, and most have some skill at medicine and healing.
Special Notes:"+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_HEALS}
Full paladins are generally not quite as fearsome as the 'Grand Knights' that champion most armies, but they are first-class fighters nonetheless. Additionally, their wisdom and piety grants these warrior monks certain curious abilities; a paladin is very powerful in fighting magical or unnatural things, and most have some skill at medicine and healing."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_HEALS}
die_sound=horse-die.ogg
[resistance]
arcane=40

View file

@ -17,9 +17,7 @@
undead_variation=mounted
cost=23
usage=fighter
unit_description= _ "Often hailing from the wilder and untamed regions of Wesnoth, Horsemen are trained from childhood to ride and to follow a strict code of honor. A charge made by a horseman is a powerful though risky tactic, the worth of which has been proven time and time again on the battlefield. Horsemen excel against most infantry, especially those who have fallen out of line, but must take care against both spearmen and archers for whom their large size provide inviting targets." + _ "
Special Notes:"+{SPECIAL_NOTES_CHARGE}
unit_description= _ "Often hailing from the wilder and untamed regions of Wesnoth, Horsemen are trained from childhood to ride and to follow a strict code of honor. A charge made by a horseman is a powerful though risky tactic, the worth of which has been proven time and time again on the battlefield. Horsemen excel against most infantry, especially those who have fallen out of line, but must take care against both spearmen and archers for whom their large size provide inviting targets."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}
die_sound=horse-die.ogg
[attack]
name=spear

View file

@ -16,9 +16,7 @@
usage=mixed fighter
unit_description= _ "It is a peculiar custom of Wesnoth's nobility that they typically enroll their sons into one of two orders of armigers, training them either in the art of horsemanship or fencing. Duelists are so named for an unfortunately common practice of young aristocrats, for whom the sting of insult, whether real or fancied, can incite a rash demonstration of their natural right.
Experienced fencers, who often look the part, even if not actually of noble birth, carry with them a small crossbow that is easily concealed under a coat or cape. Slow to load and often thought dishonorable to use, it is in fact very useful, and those of their ranks who live long enough to be veterans typically do so by making such concessions to utility and survival.
Special Notes:"+{SPECIAL_NOTES_SKIRMISHER}
Experienced fencers, who often look the part, even if not actually of noble birth, carry with them a small crossbow that is easily concealed under a coat or cape. Slow to load and often thought dishonorable to use, it is in fact very useful, and those of their ranks who live long enough to be veterans typically do so by making such concessions to utility and survival."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-loyalists/duelist-defend.png" "units/human-loyalists/duelist.png" {SOUND_LIST:HUMAN_HIT} }
[abilities]

View file

@ -17,9 +17,7 @@
usage=fighter
unit_description= _ "Fencers belong to a school of thought that considers the armor most soldiers wear in combat to be their own worst enemy. While armor can only soften a blow, evading it leaves the defender completely unharmed. Being able to reliably dodge any offensive move is a luxury only afforded to the fit of body, and then only to those who endure rigorous training.
Outfitted with only a dagger and sabre, fencers are light on their feet and useful in many situations where their armor-bound peers are at a disadvantage. They take relish in dancing circles around troops like heavy infantry, mocking the weight of their full armor.
Special Notes:"+{SPECIAL_NOTES_SKIRMISHER}
Outfitted with only a dagger and sabre, fencers are light on their feet and useful in many situations where their armor-bound peers are at a disadvantage. They take relish in dancing circles around troops like heavy infantry, mocking the weight of their full armor."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}
[abilities]
{ABILITY_SKIRMISHER}

View file

@ -26,9 +26,7 @@
#endif
cost=54
usage=fighter
unit_description= _ "As the leaders of their armies, Generals are responsible for the protection of large or important areas in the kingdoms to which they have sworn fealty.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "As the leaders of their armies, Generals are responsible for the protection of large or important areas in the kingdoms to which they have sworn fealty."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-loyalists/general-defend-2.png" "units/human-loyalists/general-defend-1.png" {SOUND_LIST:HUMAN_HIT} melee }
{DEFENSE_ANIM_RANGE "units/human-loyalists/general-crossbow-defend.png" "units/human-loyalists/general-attack-crossbow.png" {SOUND_LIST:HUMAN_HIT} ranged }

View file

@ -22,9 +22,7 @@
{AMLA_DEFAULT}
cost=66
usage=fighter
unit_description= _ "The rank of Grand Marshal is one of the most esteemed in the armies of humanity, and those who bear its title have survived many trials by fire, proving both their tactical wit and their considerable mettle at personal combat.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "The rank of Grand Marshal is one of the most esteemed in the armies of humanity, and those who bear its title have survived many trials by fire, proving both their tactical wit and their considerable mettle at personal combat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-loyalists/marshal-defend.png" "units/human-loyalists/marshal.png" {SOUND_LIST:HUMAN_HIT} melee }
{DEFENSE_ANIM_RANGE "units/human-loyalists/marshal-defend-crossbow.png" "units/human-loyalists/marshal-defend-crossbow.png" {SOUND_LIST:HUMAN_HIT} ranged }

View file

@ -18,9 +18,7 @@
usage=fighter
unit_description= _ "A halberd is a difficult and very heavy weapon to use, but powerful in the hands of an expert. It is also much more flexible than the spear from which it descended. As any halberdier can tell you, the weapon possesses 4 primary striking points, 2 more than a spear or pike; these are the tip, the blade, the spike at the base of the shaft, and the inner point on the blade, which can be used in a motion pulling back towards the wielder. All this makes for a very versatile weapon in melee, especially against cavalry.
However, a halberd is notably more expensive to craft than a spear, and in the hands of a novice, much less effective. In the armies of Wesnoth, it is customary only to grant these weapons to veteran pikemen, who have proven that they have the skill to employ them properly on the field of war.
Special Notes:"+{SPECIAL_NOTES_FIRSTSTRIKE}
However, a halberd is notably more expensive to craft than a spear, and in the hands of a novice, much less effective. In the armies of Wesnoth, it is customary only to grant these weapons to veteran pikemen, who have proven that they have the skill to employ them properly on the field of war."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-loyalists/halberdier-defend.png" "units/human-loyalists/halberdier.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]

View file

@ -16,9 +16,7 @@
{AMLA_DEFAULT}
cost=25
usage=fighter
unit_description= _ "Spearmen almost always equip themselves with a few javelins, to harry, if not kill, enemies at range. Some, however, take to them rather well, finding that they have a natural talent in their use. Javelineers are a valuable asset to an army, being able to supplement their skill in melee combat with an ability to handle distant foes. They can hurl javelins into enemy ranks from a distance, often without retribution, and still hold their ground in melee.
Special Notes:"+{SPECIAL_NOTES_FIRSTSTRIKE}
unit_description= _ "Spearmen almost always equip themselves with a few javelins, to harry, if not kill, enemies at range. Some, however, take to them rather well, finding that they have a natural talent in their use. Javelineers are a valuable asset to an army, being able to supplement their skill in melee combat with an ability to handle distant foes. They can hurl javelins into enemy ranks from a distance, often without retribution, and still hold their ground in melee."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-loyalists/javelineer-defend.png" "units/human-loyalists/javelineer.png" {SOUND_LIST:HUMAN_HIT} melee}
{DEFENSE_ANIM_RANGE "units/human-loyalists/javelineer-defend-ranged.png" "units/human-loyalists/javelineer-attack-ranged-1.png" {SOUND_LIST:HUMAN_HIT} ranged}

View file

@ -21,9 +21,7 @@
advanceto=General
cost=35
usage=fighter
unit_description= _ "Trained at swords and crossbows, Lieutenants lead small groups of human soldiers, coordinating their attacks.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "Trained at swords and crossbows, Lieutenants lead small groups of human soldiers, coordinating their attacks."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-loyalists/lieutenant-defend.png" "units/human-loyalists/lieutenant.png" {SOUND_LIST:HUMAN_HIT} melee}
{DEFENSE_ANIM_RANGE "units/human-loyalists/lieutenant-crossbow.png" "units/human-loyalists/lieutenant-crossbow.png" {SOUND_LIST:HUMAN_HIT} ranged}

View file

@ -17,9 +17,7 @@
usage=mixed fighter
unit_description= _ "Master fencers have an envied place in life. Though the journey to their station was a dangerous way of life, they have reached the time wherein they reap its rewards. Famed for their skill and dashing manner, these gentlemen have the bearing of natural aristocrats, and are followed by the eyes of many a high born lady.
They usually have the luxury of choosing their appointments, and are free to roam the land should they so choose. Often, they will be found as the captains of a castle guard, or as the master of a military academy, positions in which their flamboyant nature is not only accepted, but is perhaps even useful.
Special Notes:"+{SPECIAL_NOTES_SKIRMISHER}
They usually have the luxury of choosing their appointments, and are free to roam the land should they so choose. Often, they will be found as the captains of a castle guard, or as the master of a military academy, positions in which their flamboyant nature is not only accepted, but is perhaps even useful."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}
{DEFENSE_ANIM "units/human-loyalists/master-at-arms-defend-2.png" "units/human-loyalists/master-at-arms-defend-1.png" {SOUND_LIST:HUMAN_HIT} }
die_sound={SOUND_LIST:HUMAN_DIE}
[abilities]

View file

@ -15,9 +15,7 @@
advanceto=Halberdier
cost=25
usage=fighter
unit_description= _ "Promising spearmen in the armies of Wesnoth are often graduated to wielding pikes, and are outfitted with something far superior to the motley collection of leather armor they wore as recruits. A pike is a much longer weapon than a spear, and thus facilitates different combat tactics. A wall of pikemen is the bane of any cavalry charge, and with proper discipline and tactics, pikemen can also hold most other infantry at bay.
Special Notes:"+{SPECIAL_NOTES_FIRSTSTRIKE}
unit_description= _ "Promising spearmen in the armies of Wesnoth are often graduated to wielding pikes, and are outfitted with something far superior to the motley collection of leather armor they wore as recruits. A pike is a much longer weapon than a spear, and thus facilitates different combat tactics. A wall of pikemen is the bane of any cavalry charge, and with proper discipline and tactics, pikemen can also hold most other infantry at bay."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-loyalists/pikeman-defend.png" "units/human-loyalists/pikeman.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]

View file

@ -16,9 +16,7 @@
advanceto=Swordsman,Pikeman,Javelineer
cost=14
usage=fighter
unit_description= _ "Swords are, for many, an expensive luxury, and one which peasants can ill afford. Spears are much easier to make and will do well even without a spearhead, though most can afford one. Clad in leather armor, and often armed with a shield and a few javelins, spearmen are the staple of most armies, often thrown into the front lines with only the most basic training.
Special Notes:"+{SPECIAL_NOTES_FIRSTSTRIKE}
unit_description= _ "Swords are, for many, an expensive luxury, and one which peasants can ill afford. Spears are much easier to make and will do well even without a spearhead, though most can afford one. Clad in leather armor, and often armed with a shield and a few javelins, spearmen are the staple of most armies, often thrown into the front lines with only the most basic training."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}
[death]
[frame]

View file

@ -20,9 +20,7 @@
It is an irony that, with all their knowledge, and their unassuming monopoly thereof, the collective community of magi could likely rule society, were they ever to try. However, their true love is neither money, nor power, and those who see the study of magic as a means to such ends often lack the very conviction required for true mastery.
Physically frail, and lacking familiarity with combat, magi do possess certain arts which are of great utility in battle.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}
Physically frail, and lacking familiarity with combat, magi do possess certain arts which are of great utility in battle."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-magi/mage-defend.png" "units/human-magi/mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
### [death]

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@ -17,9 +17,7 @@
usage=mixed fighter
unit_description= _ "The title of Arch Mage is traditionally conferred only after a lifetime of study and achievement to match. Arch Magi are often employed in positions of education, or as advisors to those sensible enough to seek the fruits of their wisdom. Many tend to wealthy patrons, a profitable enterprise for both as, outside of the occasional thaumaturgy or word of advice, it gives the mage leave to pursue their research undisturbed. From this flows the greater body of human knowledge; the sciences, the philosophies, and the arts which give beauty to the world at large.
Though not trained for any sort of combat, if need arises an Arch Mage can unleash the full power of their art, something which is not to be taken lightly.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}
Though not trained for any sort of combat, if need arises an Arch Mage can unleash the full power of their art, something which is not to be taken lightly."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound={SOUND_LIST:HUMAN_OLD_DIE}
{DEFENSE_ANIM "units/human-magi/arch-mage-defend.png" "units/human-magi/arch-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[resistance]

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@ -18,9 +18,7 @@
usage=mixed fighter
unit_description= _ "Any person who is even considered for the title of Great Mage is quite nearly a legend in their own time, and town criers have forcibly learnt discretion in applying the title. Merit for the title is carefully considered by a council of the leading magi of the age, and the conferment of the title is given only by a majority vote. Regardless, anyone who is seriously nominated for the honor of being called a Great Mage is, without question, a master of their art, and has surpassed almost any of their peers in skill.
Though they are not warriors, by any means, the application of their art to combat is something that often causes other soldiers to stand aside in awe.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}
Though they are not warriors, by any means, the application of their art to combat is something that often causes other soldiers to stand aside in awe."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound={SOUND_LIST:HUMAN_OLD_DIE}
{DEFENSE_ANIM "units/human-magi/great-mage-defend.png" "units/human-magi/great-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[resistance]

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@ -17,9 +17,7 @@
usage=mixed fighter
unit_description= _ "Upon the successful culmination of their apprenticeship, a mage is stripped of the brown robes of an apprentice and given the ruddy cloak of a master. The significance of this change is often lost on the peasantry, who mistakenly title Master Magi as 'Red Magi'. Likewise, the symbolism of the change in colors is often mistaken to signify the mage's ability to seemingly conjure fire from nothing but thin air, a trick which, although undeniably useful, is viewed by the magi themselves as a crass application of their hard-won knowledge.
Though physically frail, and untrained as warriors, the 'Red Magi' have a number of tricks up their sleeves, including the gouts of fire which may have cemented their colloquial name.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}
Though physically frail, and untrained as warriors, the 'Red Magi' have a number of tricks up their sleeves, including the gouts of fire which may have cemented their colloquial name."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-magi/red-mage-defend.png" "units/human-magi/red-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[resistance]

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@ -17,9 +17,7 @@
usage=healer
unit_description= _ "Some magi, as they learn about the world around them, and learn the truth of the suffering and squalor in which humanity too often lives, find that they cannot bring themselves to be cloistered into a life of study. These men and women give up the life of a mage, and join monastic orders, dedicating the skills they have been given to the good of all. After their ordination, they often travel the world, ministering to sickness and injury.
Though not trained for combat, they are a potent ally against magical or unnatural things.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}
Though not trained for combat, they are a potent ally against magical or unnatural things."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-magi/white-mage-defend.png" "units/human-magi/white-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[abilities]

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@ -19,9 +19,7 @@
usage=fighter
unit_description= _ "After years of experience, the most devout of white magi develop vast spiritual powers. By strict devotion to the path of the light, they can call upon its aid to chase away the shadows of the night.
Following a strict code of piety and honor, these men and women work tirelessly to bring life and order to the troubled world in which they live.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_ILLUMINATES}
Following a strict code of piety and honor, these men and women work tirelessly to bring life and order to the troubled world in which they live."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_ILLUMINATES}
die_sound={SOUND_LIST:HUMAN_OLD_DIE}
{DEFENSE_ANIM "units/human-magi/white-cleric-defend.png" "units/human-magi/white-cleric.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[abilities]

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@ -17,9 +17,7 @@
{AMLA_DEFAULT}
cost=44
usage=fighter
unit_description= _ "The greatest of thieves are sometimes tasked to take far more than their victim's belongings. Masters of knife-fighting and uncannily light on their feet, these menacing figures will employ any means to dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, assassins are less able fighting under the open sun.
Special Notes:"+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SKIRMISHER}
unit_description= _ "The greatest of thieves are sometimes tasked to take far more than their victim's belongings. Masters of knife-fighting and uncannily light on their feet, these menacing figures will employ any means to dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, assassins are less able fighting under the open sun."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-outlaws/assassin-defend-2.png" "units/human-outlaws/assassin-defend-1.png" {SOUND_LIST:HUMAN_HIT} }
[abilities]

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@ -16,9 +16,7 @@
advanceto=Assassin
cost=24
usage=fighter
unit_description= _ "The ringleaders of any group of thieves earn their positions by skill. These rogues have spent many an unpleasant moment darting through crowds and dodging away from those who wish them ill, a set of skills which is very handy in a fight. Masters of knifework, they can also throw knives with reliable accuracy, and their long hours of prowling around at night leave them more comfortable fighting in the dark.
Special Notes:"+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_SKIRMISHER}
unit_description= _ "The ringleaders of any group of thieves earn their positions by skill. These rogues have spent many an unpleasant moment darting through crowds and dodging away from those who wish them ill, a set of skills which is very handy in a fight. Masters of knifework, they can also throw knives with reliable accuracy, and their long hours of prowling around at night leave them more comfortable fighting in the dark."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-outlaws/rogue-defend.png" "units/human-outlaws/rogue.png" {SOUND_LIST:HUMAN_HIT} }
[abilities]

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@ -17,9 +17,7 @@
advanceto=Rogue
cost=13
usage=fighter
unit_description= _ "For as long as anyone can remember, the members of the various 'guilds' of rat-catchers that spring up in any larger city have had a curious practice of bleaching their hair with lime till it becomes a pale shade of blue. It is a bold thing to do, as their profession often delves into less-than-legal enterprises. Thieves have many skills, and by necessity are both light on their feet, and good with knives. They happily employ less-than-honorable tactics in combat, seeing little merit in a 'fair fight'.
Special Notes:"+{SPECIAL_NOTES_BACKSTAB}
unit_description= _ "For as long as anyone can remember, the members of the various 'guilds' of rat-catchers that spring up in any larger city have had a curious practice of bleaching their hair with lime till it becomes a pale shade of blue. It is a bold thing to do, as their profession often delves into less-than-legal enterprises. Thieves have many skills, and by necessity are both light on their feet, and good with knives. They happily employ less-than-honorable tactics in combat, seeing little merit in a 'fair fight'."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}
die_sound={SOUND_LIST:HUMAN_DIE}
[death]
start_time=0

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@ -19,9 +19,7 @@
usage=archer
unit_description= _ "Hunting is a popular sport of noblemen, but it can also be a livelihood for commoners. Like any other craft, it has men of masterful skill in its practice. Huntsmen know all the tricks of their trade, and are skilled at navigating the wilderness, at tracking, and at the use of the bow. They are a fair shot at moving targets, and targets hiding under brush and cover; a skill wrought from years of practice at shooting game, and one which garrisoned bowmen often lack.
Master hunters are employed by any group living in or passing through wild country, be they men of the law, or those working against it. Even nature itself can have deadly surprises, and any commander who fails to hire a such a guide can lose his men to nothing more than terrain. Good woodsmen can save lives, ease travel, provide food, and their skill with a bow is capitally useful in a fight.
Special Notes:"+{SPECIAL_NOTES_MARKSMAN}
Master hunters are employed by any group living in or passing through wild country, be they men of the law, or those working against it. Even nature itself can have deadly surprises, and any commander who fails to hire a such a guide can lose his men to nothing more than terrain. Good woodsmen can save lives, ease travel, provide food, and their skill with a bow is capitally useful in a fight."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-outlaws/huntsman-defend.png" "units/human-outlaws/huntsman.png" {SOUND_LIST:HUMAN_HIT} melee }
{DEFENSE_ANIM_RANGE "units/human-outlaws/huntsman-bow-defend.png" "units/human-outlaws/huntsman-bow.png" {SOUND_LIST:HUMAN_HIT} ranged }

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@ -21,9 +21,7 @@
undead_variation=swimmer
cost=57
usage=healer
unit_description= _ "Years of devotion will endow a priestess with great wisdom on the workings of the world, and will grant them the favor of the light. The power thus given to these ladies of the water is a recurring motif in tale and song; such as the that of the knights of the silver spire, cornered and slain to a man at the banks of the Alavynne, but who rode again the next day, in full number, and wrought the downfall of the crimson duke.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_ILLUMINATES}
unit_description= _ "Years of devotion will endow a priestess with great wisdom on the workings of the world, and will grant them the favor of the light. The power thus given to these ladies of the water is a recurring motif in tale and song; such as the that of the knights of the silver spire, cornered and slain to a man at the banks of the Alavynne, but who rode again the next day, in full number, and wrought the downfall of the crimson duke."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_ILLUMINATES}
die_sound=mermaid-die.ogg
{DEFENSE_ANIM "units/merfolk/diviner-defend.png" "units/merfolk/diviner.png" mermaid-hit.ogg }
[abilities]

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@ -16,9 +16,7 @@
undead_variation=swimmer
cost=33
usage=mixed fighter
unit_description= _ "Mermaids, like elves, have a powerful and native ability in magic, though theirs is considerably different than that of the elves. Those who master this ability are held in high regard, and their skill is used in a multitude of crafts, many of which humanity would never dream. The obvious use in war is forbidden against their own race - this power is the greater part of what protects their people from the monsters that wander out of the abyss.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}
unit_description= _ "Mermaids, like elves, have a powerful and native ability in magic, though theirs is considerably different than that of the elves. Those who master this ability are held in high regard, and their skill is used in a multitude of crafts, many of which humanity would never dream. The obvious use in war is forbidden against their own race - this power is the greater part of what protects their people from the monsters that wander out of the abyss."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound=mermaid-die.ogg
{DEFENSE_ANIM "units/merfolk/enchantress-defend.png" "units/merfolk/enchantress.png" mermaid-hit.ogg }
[attack]

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@ -16,9 +16,7 @@
undead_variation=swimmer
cost=46
usage=mixed fighter
unit_description= _ "The weighted nets used by mermen in warfare are a difficult weapon to use well; those who master it are valued and revered by their comrades. This weapon helps to cement the utter superiority of a merman in his own element, and makes their race a threat even to enemies who merely approach the water.
Special Notes:"+{SPECIAL_NOTES_SLOW}
unit_description= _ "The weighted nets used by mermen in warfare are a difficult weapon to use well; those who master it are valued and revered by their comrades. This weapon helps to cement the utter superiority of a merman in his own element, and makes their race a threat even to enemies who merely approach the water."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}
{DEFENSE_ANIM "units/merfolk/entangler.png" "units/merfolk/entangler.png" mermen-hit.wav }
die_sound=mermen-die.ogg
[attack]

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@ -17,9 +17,7 @@
undead_variation=swimmer
cost=43
usage=fighter
unit_description= _ "With their towering shields, the Merman Hoplites form the elite guard of the watery realm. Their powerful armor and rigid discipline allow them to hold a steadfast line in the maelstrom of battle. In times of desperation, they can even do so on land, though not nearly as well as a creature with legs.
Special Notes:"+{SPECIAL_NOTES_STEADFAST}
unit_description= _ "With their towering shields, the Merman Hoplites form the elite guard of the watery realm. Their powerful armor and rigid discipline allow them to hold a steadfast line in the maelstrom of battle. In times of desperation, they can even do so on land, though not nearly as well as a creature with legs."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST}
die_sound=mermen-die.ogg
{DEFENSE_ANIM "units/merfolk/hoplite-defend.png" "units/merfolk/hoplite.png" mermen-hit.wav }
[resistance]

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@ -19,9 +19,7 @@
usage=mixed fighter
unit_description= _ "Young Mermaids are often initiated into the water magics native to their people. The wondrous abilities this grants are inimitable by any other race, a mark of the faerie side of these creatures.
Despite their frailty, this makes them quite formidable in combat, as they can call upon the very water about them to smite their enemies.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}
Despite their frailty, this makes them quite formidable in combat, as they can call upon the very water about them to smite their enemies."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound=mermaid-die.ogg
{DEFENSE_ANIM "units/merfolk/initiate-defend.png" "units/merfolk/initiate.png" mermaid-hit.ogg }
[attack]

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@ -15,9 +15,7 @@
undead_variation=swimmer
cost=27
usage=mixed fighter
unit_description= _ "Fishing, as practiced by mermen, is largely a matter of chasing schools of fish into waiting nets. These are not very damaging in themselves, but they can be used to great effect against troops attempting to ford a river. Smaller, weighted nets can be cast through the air; though these are not designed for peacetime use, they are especially effective in warfare. Mermen use such weapons both to immobilize troops in water, and more importantly, to level the playing field against troops on land, who would otherwise be at a great advantage.
Special Notes:"+{SPECIAL_NOTES_SLOW}
unit_description= _ "Fishing, as practiced by mermen, is largely a matter of chasing schools of fish into waiting nets. These are not very damaging in themselves, but they can be used to great effect against troops attempting to ford a river. Smaller, weighted nets can be cast through the air; though these are not designed for peacetime use, they are especially effective in warfare. Mermen use such weapons both to immobilize troops in water, and more importantly, to level the playing field against troops on land, who would otherwise be at a great advantage."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}
{DEFENSE_ANIM "units/merfolk/netcaster.png" "units/merfolk/netcaster.png" mermen-hit.wav }
die_sound=mermen-die.ogg
[attack]

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@ -19,9 +19,7 @@
undead_variation=swimmer
cost=38
usage=healer
unit_description= _ "Among mermen, mysticism is generally left to the mermaids, who are more inclined to it. It is they who dedicate themselves to the ideal of bringing peace and life to the world, and to the arts which make that possible. Their piety also grants them certain powers, allowing them to guard their people against magical or unnatural things.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}
unit_description= _ "Among mermen, mysticism is generally left to the mermaids, who are more inclined to it. It is they who dedicate themselves to the ideal of bringing peace and life to the world, and to the arts which make that possible. Their piety also grants them certain powers, allowing them to guard their people against magical or unnatural things."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}
die_sound=mermaid-die.ogg
{DEFENSE_ANIM "units/merfolk/priestess-defend.png" "units/merfolk/priestess.png" mermaid-hit.ogg }
[abilities]

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@ -14,9 +14,7 @@
{AMLA_DEFAULT}
cost=55
usage=fighter
unit_description= _ "Giant Spiders are said to roam the depths of Knalga, devouring many victims. They have a vicious bite, made worse by the fact that it is poisoned, and can also fling webs through the air, to trap their prey.
Special Notes:"+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SLOW}
unit_description= _ "Giant Spiders are said to roam the depths of Knalga, devouring many victims. They have a vicious bite, made worse by the fact that it is poisoned, and can also fling webs through the air, to trap their prey."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SLOW}
die_sound=hiss-big.wav
{DEFENSE_ANIM "units/monsters/cavespider-defend.png" "units/monsters/cavespider.png" hiss.wav }
[death]

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@ -14,9 +14,7 @@
{AMLA_DEFAULT}
cost=40
usage=fighter
unit_description= _ "Cuttle Fish are gigantic creatures of the seas. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance. The best way to survive an encounter with these monsters is to remain ashore.
Special Notes:"+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SWARM}
unit_description= _ "Cuttle Fish are gigantic creatures of the seas. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance. The best way to survive an encounter with these monsters is to remain ashore."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SWARM}
die_sound=water-blast.wav
{DEFENSE_ANIM "units/monsters/cuttlefish-defend.png" "units/monsters/cuttlefish.png" squishy-hit.wav }
[death]

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@ -16,9 +16,7 @@
{AMLA_DEFAULT}
cost=32
usage=fighter
unit_description= _ "A normal scorpion is dangerous enough - the deadliness of one the size of a man needs little explanation.
Special Notes:"+{SPECIAL_NOTES_POISON}
unit_description= _ "A normal scorpion is dangerous enough - the deadliness of one the size of a man needs little explanation."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
die_sound=hiss-big.wav
{DEFENSE_ANIM "units/monsters/scorpion-defend.png" "units/monsters/scorpion.png" hiss.wav }
[attack]

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@ -18,9 +18,7 @@
{AMLA_DEFAULT}
cost=12
usage=fighter
unit_description= _ "Tentacles of the Deep are the appendages of some greater monster that lurks below the waves.
Special Notes:"+{SPECIAL_NOTES_REGENERATES}
unit_description= _ "Tentacles of the Deep are the appendages of some greater monster that lurks below the waves."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES}
die_sound=water-blast.wav
{DEFENSE_ANIM "units/monsters/deep-tentacle-defend.png" "units/monsters/deep-tentacle.png" squishy-hit.wav }
[abilities]

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@ -19,9 +19,7 @@
advanceto=Orcish Slayer
cost=17
usage=fighter
unit_description= _ "Though some consider it cowardly to use, poison is a weapon favored by orcs, especially those weak of frame. Orcish assassins, who use it on throwing knives, are typically frail by orcish standards, although surprisingly nimble. Though rarely the ones who deal the killing blow, their tactics are a considerable aid to their larger and more brutal kin.
Special Notes:"+{SPECIAL_NOTES_POISON}
unit_description= _ "Though some consider it cowardly to use, poison is a weapon favored by orcs, especially those weak of frame. Orcish assassins, who use it on throwing knives, are typically frail by orcish standards, although surprisingly nimble. Though rarely the ones who deal the killing blow, their tactics are a considerable aid to their larger and more brutal kin."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
die_sound={SOUND_LIST:ORC_SMALL_DIE}
[death]
start_time=0

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@ -22,9 +22,7 @@
advanceto=Orcish Ruler
cost=20
usage=mixed fighter
unit_description= _ "Unusually cunning orcs tend to find themselves as the leaders of warrior bands. They carry a bow out of necessity, but are much more skilled with the sword. These orcs are powerful fighters, but they also have a certain rapport with their kin, especially goblins, and can inspire them to fight with uncharacteristic boldness.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "Unusually cunning orcs tend to find themselves as the leaders of warrior bands. They carry a bow out of necessity, but are much more skilled with the sword. These orcs are powerful fighters, but they also have a certain rapport with their kin, especially goblins, and can inspire them to fight with uncharacteristic boldness."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM_RANGE "units/orcs/leader-defend.png" "units/orcs/leader.png" {SOUND_LIST:ORC_HIT} melee}
{DEFENSE_ANIM_RANGE "units/orcs/leader-bow-defend.png" "units/orcs/leader-bow.png" {SOUND_LIST:ORC_HIT} ranged}

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@ -21,9 +21,7 @@
advanceto=Orcish Sovereign
cost=35
usage=mixed fighter
unit_description= _ "Any orc who can keep a large tribe from feuding and in-fighting is often unusually intelligent and commanding, and is inevitably very strong as well. They are skilled with both sword and bow, but their real talent lies in their rare ability to rally other orcs to battle, to give orders that are followed not out of fear, but loyalty.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "Any orc who can keep a large tribe from feuding and in-fighting is often unusually intelligent and commanding, and is inevitably very strong as well. They are skilled with both sword and bow, but their real talent lies in their rare ability to rally other orcs to battle, to give orders that are followed not out of fear, but loyalty."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcs/ruler-defend.png" "units/orcs/ruler.png" {SOUND_LIST:ORC_HIT} }
[abilities]

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@ -19,9 +19,7 @@
{AMLA_DEFAULT}
cost=33
usage=fighter
unit_description= _ "The larger or more skilled orcish assassins are called 'Slayers' by their enemies. Slayers are fast on their feet, and quite nimble in combat, although they achieve that end by forgoing armor. Their weapon of choice, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy.
Special Notes:"+{SPECIAL_NOTES_POISON}
unit_description= _ "The larger or more skilled orcish assassins are called 'Slayers' by their enemies. Slayers are fast on their feet, and quite nimble in combat, although they achieve that end by forgoing armor. Their weapon of choice, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcs/slayer-defend.png" "units/orcs/slayer.png" {SOUND_LIST:ORC_HIT} }
[attack]

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@ -22,9 +22,7 @@
{AMLA_DEFAULT}
cost=50
usage=mixed fighter
unit_description= _ "From time to time, an orc will arise who has a natural charisma and command over his ilk. If they are also strong and cunning, they will inevitably find themselves leading a great horde of warriors, and they will also inevitably cause a great deal of trouble for the civilized races of the world. The surest way to disperse such a host is to slay this rare orc who can hold it together.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
unit_description= _ "From time to time, an orc will arise who has a natural charisma and command over his ilk. If they are also strong and cunning, they will inevitably find themselves leading a great horde of warriors, and they will also inevitably cause a great deal of trouble for the civilized races of the world. The surest way to disperse such a host is to slay this rare orc who can hold it together."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcs/sovereign-defend.png" "units/orcs/sovereign.png" {SOUND_LIST:ORC_HIT} }
[abilities]

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@ -16,9 +16,7 @@
undead_variation=saurian
cost=30
usage=scout
unit_description= _ "Saurians are light on their feet, and able at navigating terrain that often confounds their enemies. When this is combined with experience, strength, and equipment, one of their warriors can become particularly threatening in battle, largely because they are so much more difficult to confine than other foes. Even in armor, saurian warriors can take advantage of the smallest gap in an enemy line, and have the prowess to make the enemy regret tactical mistakes.
Special Notes:"+{SPECIAL_NOTES_SKIRMISHER}
unit_description= _ "Saurians are light on their feet, and able at navigating terrain that often confounds their enemies. When this is combined with experience, strength, and equipment, one of their warriors can become particularly threatening in battle, largely because they are so much more difficult to confine than other foes. Even in armor, saurian warriors can take advantage of the smallest gap in an enemy line, and have the prowess to make the enemy regret tactical mistakes."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}
die_sound=hiss-die.wav
{DEFENSE_ANIM "units/saurians/ambusher-defend.png" "units/saurians/ambusher.png" hiss-hit.wav }
[abilities]

View file

@ -18,9 +18,7 @@
undead_variation=saurian
cost=16
usage=healer
unit_description= _ "Saurians have some knowledge of what men call sorcery, but their practice of it reeks of augury and black magic. It is little understood, but rightly regarded with fear by those against whom it is used.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS}
unit_description= _ "Saurians have some knowledge of what men call sorcery, but their practice of it reeks of augury and black magic. It is little understood, but rightly regarded with fear by those against whom it is used."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS}
die_sound=hiss-die.wav
[abilities]
{ABILITY_HEALS}

View file

@ -17,9 +17,7 @@
undead_variation=saurian
cost=46
usage=scout
unit_description= _ "Saurian warriors are generally weaker in frame than their elven, or human counterparts. This is of course a relative term, and they can still become considerably powerful, whilst losing none of their natural mobility. This is very dangerous in combat, as a careless enemy can soon find their support troops flanked by these creatures.
Special Notes:"+{SPECIAL_NOTES_SKIRMISHER}
unit_description= _ "Saurian warriors are generally weaker in frame than their elven, or human counterparts. This is of course a relative term, and they can still become considerably powerful, whilst losing none of their natural mobility. This is very dangerous in combat, as a careless enemy can soon find their support troops flanked by these creatures."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}
die_sound=hiss-die.wav
{DEFENSE_ANIM "units/saurians/flanker-defend.png" "units/saurians/flanker.png" hiss-hit.wav }
[abilities]

View file

@ -18,9 +18,7 @@
undead_variation=saurian
cost=27
usage=archer
unit_description= _ "Certain saurians are seen dressed in arcane regalia and covered head to toe in horrifying, esoteric shapes and markings, both with paint and tattoo. Some suspect them to be visionaries, or oracles amongst their ilk. But whatever 'societal' function they may have, they are undeniably powerful in the strange magics their kind possess, and are beings to be wary of if ever seen.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS}
unit_description= _ "Certain saurians are seen dressed in arcane regalia and covered head to toe in horrifying, esoteric shapes and markings, both with paint and tattoo. Some suspect them to be visionaries, or oracles amongst their ilk. But whatever 'societal' function they may have, they are undeniably powerful in the strange magics their kind possess, and are beings to be wary of if ever seen."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS}
die_sound=hiss-die.wav
[abilities]
{ABILITY_HEALS}

View file

@ -19,9 +19,7 @@
usage=scout
unit_description= _ "Saurians are very small of frame, and though they are somewhat frail because of this, they are very, very agile. In combat, their size allows them to dart past defenses that would hold any grown man at bay, making them a tricky foe to deal with.
Spears are their preferred weapon, as their powerful hind legs can drive a spear with enough force to do considerable damage, either in hand or thrown.
Special Notes:"+{SPECIAL_NOTES_SKIRMISHER}
Spears are their preferred weapon, as their powerful hind legs can drive a spear with enough force to do considerable damage, either in hand or thrown."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}
die_sound=hiss-die.wav
{DEFENSE_ANIM "units/saurians/skirmisher-defend.png" "units/saurians/skirmisher.png" hiss-hit.wav }
[abilities]

View file

@ -18,9 +18,7 @@
undead_variation=saurian
cost=27
usage=healer
unit_description= _ "Saurians are known to have some strange skills, arts bordering on the magical and mysterious. It is clear that some of them are particularly skilled at a sort of medicine, which is of great benefit whenever battle is brought against them.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_CURES}
unit_description= _ "Saurians are known to have some strange skills, arts bordering on the magical and mysterious. It is clear that some of them are particularly skilled at a sort of medicine, which is of great benefit whenever battle is brought against them."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_CURES}
die_sound=hiss-die.wav
[abilities]
{ABILITY_CURES}

View file

@ -16,9 +16,7 @@
{AMLA_DEFAULT}
undead_variation=troll
cost=48
unit_description= _ "When a troll, gifted with abnormal strength of life, matches that with age and wisdom, it becomes something extraordinary, a beast remembered for generations. Their feats of strength and cunning are the source of most tales about trolls, and to see the stories made flesh does nothing to diminish their grandeur.
Special Notes:"+{SPECIAL_NOTES_REGENERATES}
unit_description= _ "When a troll, gifted with abnormal strength of life, matches that with age and wisdom, it becomes something extraordinary, a beast remembered for generations. Their feats of strength and cunning are the source of most tales about trolls, and to see the stories made flesh does nothing to diminish their grandeur."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES}
die_sound={SOUND_LIST:TROLL_DIE}
usage=fighter
[abilities]

View file

@ -15,9 +15,7 @@
advanceto=Great Troll
undead_variation=troll
cost=30
unit_description= _ "Some trolls are born with an exceptional share of the strength and vitality that characterizes their race. In a society where might makes right, those of their ilk revere them as heroes.
Special Notes:"+{SPECIAL_NOTES_REGENERATES}
unit_description= _ "Some trolls are born with an exceptional share of the strength and vitality that characterizes their race. In a society where might makes right, those of their ilk revere them as heroes."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES}
die_sound={SOUND_LIST:TROLL_DIE}
usage=fighter
[abilities]

View file

@ -15,9 +15,7 @@
advanceto=Troll Warrior
undead_variation=troll
cost=29
unit_description= _ "Trolls have long troubled the thoughts of humanity and dwarf-kind. Sages remain baffled at the origins of these creatures and the driving force behind their unnatural vitality and strength. A fully-grown troll towers above a man, and, even unarmed, would be a great threat in combat. The large clubs typically favored in fighting act as extensions of their arms, used for the same purpose of mauling their prey into submission.
Special Notes:"+{SPECIAL_NOTES_REGENERATES}
unit_description= _ "Trolls have long troubled the thoughts of humanity and dwarf-kind. Sages remain baffled at the origins of these creatures and the driving force behind their unnatural vitality and strength. A fully-grown troll towers above a man, and, even unarmed, would be a great threat in combat. The large clubs typically favored in fighting act as extensions of their arms, used for the same purpose of mauling their prey into submission."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES}
die_sound={SOUND_LIST:TROLL_DIE}
usage=fighter
[abilities]

View file

@ -17,9 +17,7 @@
undead_variation=troll
cost=42
usage=fighter
unit_description= _ "Trolls typically neither need nor prefer to use any proper armament in combat, as large 'sticks and stones' serve them all too well. However, trolls have been seen on numerous occasions clad in rough-shod armor and bearing metal hammers. It is speculated that orcish allies are the source and crafters of these; expeditions into several forcibly-vacated troll holes have shown little evidence of tool use, and certainly no metalworking of any kind. Given how dangerous a troll is with its bare hands, the thought of a troll with proper armament is entirely unsettling.
Special Notes:"+{SPECIAL_NOTES_REGENERATES}
unit_description= _ "Trolls typically neither need nor prefer to use any proper armament in combat, as large 'sticks and stones' serve them all too well. However, trolls have been seen on numerous occasions clad in rough-shod armor and bearing metal hammers. It is speculated that orcish allies are the source and crafters of these; expeditions into several forcibly-vacated troll holes have shown little evidence of tool use, and certainly no metalworking of any kind. Given how dangerous a troll is with its bare hands, the thought of a troll with proper armament is entirely unsettling."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES}
die_sound={SOUND_LIST:TROLL_DIE}
[abilities]
{ABILITY_REGENERATES}

View file

@ -16,9 +16,7 @@
undead_variation=troll
cost=13
usage=fighter
unit_description= _ "Describing a troll as a whelp is something of an oxymoron, given that their bodies are already much hardier than that of a grown man. They are clumsy and not yet capable of walking properly, forced instead to shamble about on all fours, but any difficulty this causes them is more than made up for by the raw strength of their race.
Special Notes:"+{SPECIAL_NOTES_REGENERATES}
unit_description= _ "Describing a troll as a whelp is something of an oxymoron, given that their bodies are already much hardier than that of a grown man. They are clumsy and not yet capable of walking properly, forced instead to shamble about on all fours, but any difficulty this causes them is more than made up for by the raw strength of their race."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES}
die_sound={SOUND_LIST:TROLL_DIE}
[abilities]
{ABILITY_REGENERATES}

View file

@ -19,9 +19,7 @@
usage=fighter
unit_description= _ "Only the more perverse and sadistic of necromancers know what must be done to turn a person into a ghoul, and it is a secret they are not telling. The result, however, is all too well known; it is a beast that knows nothing of its days as a human being, a creature that shambles about as naked as the day it was born, and gorges itself on the flesh of the dead.
It is because of such things that necromancy is condemned with an almost primal hatred in all civilized lands.
Special Notes:"+{SPECIAL_NOTES_POISON}
It is because of such things that necromancy is condemned with an almost primal hatred in all civilized lands."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
die_sound=ghoul-hit.wav
{DEFENSE_ANIM "units/undead/ghoul-defend-2.png" "units/undead/ghoul-defend-1.png" ghoul-hit.wav }
[attack]

View file

@ -17,9 +17,7 @@
{AMLA_DEFAULT}
cost=27
usage=fighter
unit_description= _ "The necrophage, or 'devourer of the dead', is a monstrous, corpulent thing, which bears only a crude resemblance to a man. They appear to be quite rotten in spite of their ability to move; they are rife with disease and poisons of the blood, and have a stench to match. Likely the most unhinging fact about them, for fact it appears to be, is that they were somehow made from living men - a process about which almost nothing is known, but which can be nothing but nightmarish.
Special Notes:"+{SPECIAL_NOTES_POISON}
unit_description= _ "The necrophage, or 'devourer of the dead', is a monstrous, corpulent thing, which bears only a crude resemblance to a man. They appear to be quite rotten in spite of their ability to move; they are rife with disease and poisons of the blood, and have a stench to match. Likely the most unhinging fact about them, for fact it appears to be, is that they were somehow made from living men - a process about which almost nothing is known, but which can be nothing but nightmarish."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
die_sound=ghoul-hit.wav
[abilities]
{ABILITY_FEEDING}

View file

@ -17,9 +17,7 @@
{AMLA_DEFAULT}
cost=11
usage=fighter
unit_description= _ "The technique of animating a dead body is unfortunately well-known to the dark arts; practitioners often use it to raise servants and soldiers from unwilling corpses. These shamblers are often numerous, but fragile; a touch of combat can waken them, though, making them far more formidable.
Special Notes:"+{SPECIAL_NOTES_PLAGUE}
unit_description= _ "The technique of animating a dead body is unfortunately well-known to the dark arts; practitioners often use it to raise servants and soldiers from unwilling corpses. These shamblers are often numerous, but fragile; a touch of combat can waken them, though, making them far more formidable."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE}
die_sound={SOUND_LIST:ZOMBIE_HIT}
{DEFENSE_ANIM "units/undead/{BASE_IMAGE}-defend.png" "units/undead/{BASE_IMAGE}.png" {SOUND_LIST:ZOMBIE_HIT} }
[resistance]

View file

@ -17,9 +17,7 @@
advanceto=Soulless
cost=7
usage=fighter
unit_description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of one's former comrades amongst their number is frightening to say the least.
Special Notes:"+{SPECIAL_NOTES_PLAGUE}
unit_description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of one's former comrades amongst their number is frightening to say the least."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE}
die_sound={SOUND_LIST:ZOMBIE_WEAK_HIT}
{DEFENSE_ANIM "units/undead/{BASE_IMAGE}-defend.png" "units/undead/{BASE_IMAGE}.png" {SOUND_LIST:ZOMBIE_WEAK_HIT} }
[resistance]

View file

@ -21,9 +21,7 @@
{AMLA_DEFAULT}
cost=100
usage=mixed fighter
unit_description= _ "A being of this order is a revenant of ages long past. Anyone who encounters an Ancient Lich likely has far worse things to worry about than death.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_DRAIN}
unit_description= _ "A being of this order is a revenant of ages long past. Anyone who encounters an Ancient Lich likely has far worse things to worry about than death."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_DRAIN}
die_sound=lich-die.ogg
{DEFENSE_ANIM "units/undead-necromancers/ancient-lich-defend.png" "units/undead-necromancers/ancient-lich.png" {SOUND_LIST:LICH_HIT} }
[movement_costs]

View file

@ -22,9 +22,7 @@
usage=archer
unit_description= _ "To attract any practitioners, the lure of black magic must be a great prize indeed, for anyone caught practicing the art in the civilized world is subject to a death sentence. And yet there are those who pursue this art, for the prize offered is nothing less than immortality. Hidden away in secret cults, or initiated into the dark orders of the underworld, the training which these fanatics must endure often drives them to exhaustion and enfeeblement.
In such condition, their only weapon is the craft they have so committed themselves to learning.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}
In such condition, their only weapon is the craft they have so committed themselves to learning."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/undead-necromancers/adept-defend-2.png" "units/undead-necromancers/adept-defend-1.png" {SOUND_LIST:HUMAN_HIT} }
[attack]
@ -202,9 +200,7 @@ Special Notes:"+{SPECIAL_NOTES_MAGICAL}
image="units/undead-necromancers/adept+female.png"
unit_description= _ "female^To attract any practitioners, the lure of black magic must be a great prize indeed, for anyone caught practicing the art in the civilized world is subject to a death sentence. And yet there are those who pursue this art, for the prize offered is nothing less than immortality. Hidden away in secret cults, or initiated into the dark orders of the underworld, the training which these fanatics must endure often drives them to exhaustion and enfeeblement.
In such condition, their only weapon is the craft they have so committed themselves to learning.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}
In such condition, their only weapon is the craft they have so committed themselves to learning."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "units/undead-necromancers/adept+female-defend-2.png" "units/undead-necromancers/adept+female-defend-1.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack_anim]

View file

@ -17,9 +17,7 @@
usage=mixed fighter
unit_description= _ "The dread inspired by black magic comes chiefly from how little is known about it by the common man. Dark sorcerers have begun to unlock the secrets of life and death, the latter of which is all too easy to inflict. This labor gives the first glimmerings of the connection between the soul and inert matter, and the first successful experiments in manipulating this bond. The terrible unknown that lurks beyond death is glimpsed, and will inevitably be fathomed.
Despite any design they may have of using this to wrest their own immortality from nature's grasp, the first results of their work have immediate, and unpleasant applications. The life they breathe into dead matter can create servants for them, servants which will work, but which will also kill, and will never question their masters. These creations have a loyalty any tyrant would dream of, and it is tempting to those with even the merest desire for power.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}
Despite any design they may have of using this to wrest their own immortality from nature's grasp, the first results of their work have immediate, and unpleasant applications. The life they breathe into dead matter can create servants for them, servants which will work, but which will also kill, and will never question their masters. These creations have a loyalty any tyrant would dream of, and it is tempting to those with even the merest desire for power."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/undead-necromancers/dark-sorcerer-defend.png" "units/undead-necromancers/dark-sorcerer.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[attack]
@ -181,9 +179,7 @@ Special Notes:"+{SPECIAL_NOTES_MAGICAL}
image="units/undead-necromancers/dark-sorcerer+female.png"
unit_description= _ "The dread inspired by black magic comes chiefly from how little is known about it by the common man. Dark sorceresses have begun to unlock the secrets of life and death, the latter of which is all too easy to inflict. This labor gives the first glimmerings of the connection between the soul and inert matter, and the first successful experiments in manipulating this bond. The terrible unknown that lurks beyond death is glimpsed, and will inevitably be fathomed.
Despite any design they may have of using this to wrest their own immortality from nature's grasp, the first results of their work have immediate, and unpleasant applications. The life they breathe into dead matter can create servants for them, servants which will work, but which will also kill, and will never question their mistress. These creations have a loyalty any tyrant would dream of, and it is tempting to those with even the merest desire for power.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}
Despite any design they may have of using this to wrest their own immortality from nature's grasp, the first results of their work have immediate, and unpleasant applications. The life they breathe into dead matter can create servants for them, servants which will work, but which will also kill, and will never question their mistress. These creations have a loyalty any tyrant would dream of, and it is tempting to those with even the merest desire for power."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "units/undead-necromancers/dark-sorcerer+female-defend.png" "units/undead-necromancers/dark-sorcerer+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack_anim]

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