Fixed the section on traits.
Used most of what Jetryl said plus fix (and probably caused) a couple of other errors as well.
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1 changed files with 28 additions and 10 deletions
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@ -207,9 +207,9 @@ generator=about
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[topic]
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id=traits
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title= _ "Traits"
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text= _ "Most units have two traits. Traits are attributes of the unit that modify its attributes slightly. They are assigned to a unit randomly when the unit is recruited.
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text= _ "Most units have two traits, with the exception of Undead units who are assigned the trait 'Undead'. Traits are modifications that change a unit's attributes slightly. They are usually randomly assigned to a unit when it is recruited." + _"
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The currently available traits are the following." + _"
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The traits that are available to all non-Undead units are:" + _"
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<header>text=Intelligent</header>
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@ -219,13 +219,6 @@ Intelligent units require 20% less experience than usual to advance.
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Intelligent units are very useful at the beginning of a campaign, as they can be quickly advanced into much needed higher level units. Later in the campaign, they are not quite so useful, and if you have plenty of high level units you may find yourself recalling units with more useful ''long-term'' traits." + _"
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<header>text=Loyal</header>
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Loyal units only ever require an upkeep of one, no matter what level they are.
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Loyal has no effect on a level one unit, which makes it useless in the early campaign. Once a unit begins to level up, however, it can save you considerable gold over the course of the campaign." + _"
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<header>text=Quick</header>
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Quick units have 1 extra movement point, but 10% less HP than usual.
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@ -244,7 +237,32 @@ Resilient units can be useful at all stages in the campaign, and is a useful tra
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Strong units do 1 more damage per swing in melee combat, and have 2 more HP.
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Useful for any close-combat unit, Strong is most effective for units who have a high number of swings, such as the Elvish Fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
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Useful for any close-combat unit, Strong is most effective for units who have a high number of swings, such as the Elvish Fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow." + _"
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Other special traits that may be assigned to units are:" + _"
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<header>text=Loyal</header>
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Loyal units don't pay upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost.
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During campaigns, certain units may opt join the player's forces of their own volition. These units are marked with the Loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss them or send them to a foolish death." + _"
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<header>text=Undead</header>
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Undead units are immune to poison.
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Undead units generally have Undead as their only trait. Since Undead units are the bodies of the dead, risen to fight again, poison has no effect upon them. This can make them invaluable in dealing with foes who use poison in conjunction with their attacks." + _"
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<header>text=Dexterous</header>
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Dexterous units do +1 damage for every successful strike with a bow.
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Dexterous is a trait possessed only by Elves. The Elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow to reflect this skill."
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# Not used since generated text was not really suitable.
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#generator=traits
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[/topic]
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