some big fat manual update

adding some images from the ingame help and copying over text from the
ingame help (the part about traits and such) directly update the
respective translation files, since this happens anyway when I build
the manual file...
This commit is contained in:
Nils Kneuper 2007-09-17 22:54:16 +00:00
parent ade1830ae1
commit 3007caface
48 changed files with 15824 additions and 11666 deletions

Binary file not shown.

After

Width:  |  Height:  |  Size: 6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.8 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 40 KiB

After

Width:  |  Height:  |  Size: 73 KiB

File diff suppressed because one or more lines are too long

View file

@ -485,22 +485,51 @@ two traits.
The possible traits for most units are as follows:
Intelligent::
Requires 20% less experience to advance a level (Trolls do not get this
trait).
Intelligent units require 20% less experience than usual to advance
(Trolls do not get this trait).
Intelligent units are very useful at the beginning of a campaign as they
can advance to higher levels more quickly. Later in campaigns Intelligent
is not quite as useful because the After Maximum Level Advancement (AMLA)
is not as significant a change as advancing a level. If you have many
'maximum level' units you may wish to recall units with more desirable
traits.
Quick::
Has one extra movement point, but 5% fewer hitpoints.
Quick units have 1 extra movement point, but 5% less HP than usual.
Quick is the most noticeable trait, particularly in slower moving units
such as trolls or heavy infantry. Units with the Quick trait often have
greatly increased mobility in rough terrain, which can be important to
consider when deploying your forces. Also, Quick units aren't quite as
tough as units without this trait and are subsequently less good at holding
contested positions.
Resilient::
Increases hitpoints by 4 plus 1 hitpoint per level of the unit.
Resilient units have 4 HP plus 1 HP per level more than usual.
Resilient units can be useful at all stages of a campaign, and this is a
useful trait for all units. Resilient is often most helpful as a trait when
it occurs in a unit that has some combination of low hitpoints, good
defense, or high resistances. Resilient units are especially useful for
holding strategic positions against opponents.
Strong::
Does 1 extra damage per strike in melee, and has 1 extra hitpoint
Strong units do 1 more damage for every successful strike in melee combat,
and have 1 more HP.
While 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.
There are also some traits that are assigned only for certain units or
only for units of a certain race. These are:
Dextrous::
Does 1 extra damage per strike in ranged combat (Elves).
Dextrous units do 1 more damage for every successful strike in ranged combat.
Dextrous 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.
Healthy::
Allows the unit to rest-heal even when not resting (Dwarves).
Renowned for their vitality, some dwarves are sturdier than others and can
rest even when travelling.
Healthy units have 2 more HP than usual and rest heal 2 additional HP after
each turn they did not fight.
Fearless::
Does not suffer from a negative attack bonus during its unfavourable
time of day (Trolls, Walking Corpses).
@ -510,11 +539,27 @@ These traits can either be assigned by the scenario designer or are always
assigned based on the unit type:
Loyal::
Has zero upkeep cost.
Loyal units don't incur 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.
During campaigns, certain units may opt to 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
such units or to send them to a foolish death.
Undead::
Immune to poison and drain (Undead).
Undead units are immune to poison, also drain and plague doesn't work on them.
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.
Mechanical::
Immune to poison, drain and plague (Mechanical units).
Mechanical units are immune to poison, also drain and plague doesn't work on
them.
Mechanical units generally have 'Mechanical' as their only trait. Since
mechanical units don't really have life, drain, poison and plague has no
effect upon them.
Unit Specialties
^^^^^^^^^^^^^^^^
@ -522,50 +567,47 @@ Unit Specialties
Certain units have special attacks. These are listed below:
Backstab::
This attack deals double damage if there is an enemy of the target on
the opposite side of the target, and that unit is not incapacitated
(e.g. turned to stone).
This attack deals double damage if there is an enemy of the target on the
opposite side of the target, and that unit is not incapacitated (e.g.
turned to stone).
Berserk::
Whether used offensively or defensively, this attack presses the
engagement until one of the combatants is slain, or 30 rounds of
attacks have occurred.
engagement until one of the combatants is slain, or 30 rounds of attacks
have occurred.
Charge::
This attack deals double damage to the target. It also causes this
unit to take double damage from the target's counterattack.
This attack deals double damage to the target. It also causes this unit to
take double damage from the target's counterattack.
Drain::
This unit drains health from living units, healing itself for half
the amount of damage it deals (rounded down).
This unit drains health from living units, healing itself for half the amount
of damage it deals (rounded down).
Firststrike::
This unit always strikes first with this attack, even if they are
defending.
This unit always strikes first with this attack, even if they are defending.
Magical::
This attack always has a 70% chance to hit regardless of the defensive
ability of the unit being attacked.
Marksman::
When used offensively, this attack always has at least a 60% chance
to hit.
When used offensively, this attack always has at least a 60% chance to hit.
Plague::
When a unit is killed by a Plague attack, that unit is replaced with
a unit identical to and on the same side as the unit with the Plague
attack. (This doesn't work on Undead units or units in villages.)
When a unit is killed by a Plague attack, that unit is replaced with a
Walking Corpse on the same side as the unit with the Plague attack. This
doesn't work on Undead or units in villages.
Poison::
This attack poisons the target. Poisoned units loose 8 HP every turn
until they are cured or are reduced to 1 HP. (Poison can not, of itself,
kill a unit.)
until they are cured or are reduced to 1 HP. Poison can not, of itself,
kill a unit.
Slow::
This attack slows the target. Slow reorders the attacks allowing the
attacker to strike one more time until the defender an fight. Slowed
units move at half normal speed, do not emit a zone of control,
and always lose initiative in fights. [Effect on damage? Needs to
be clarified.]
This attack slows the target until it ends a turn. Slow halves the damage
caused by attacks and the movement cost for a slowed unit is doubled. A unit
that is slowed will feature a snail icon in its sidebar information when it
is selected.
Stone::
This attack turns the target to stone. Units that have been turned to
stone may not move or attack (or be attacked).
This attack turns the target to stone. Units that have been turned to stone
may not move or attack.
Swarm::
The number of strikes of this attack decreases when the unit is
wounded. The number of strikes is proportional to the % of HP/maximum
HP the unit has. For example, a unit with 3/4 of its maximum HP will
get 3/4 of the number of strikes.
The number of strikes of this attack decreases when the unit is wounded. The
number of strikes is proportional to the % of HP/maximum HP the unit has. For
example a unit with 3/4 of its maximum HP will get 3/4 of the number of
strikes.
Abilities
^^^^^^^^^
@ -575,58 +617,67 @@ or have an effect on how the unit interacts with other units. These
abilities are listed below:
Ambush::
This unit can hide in forest, and remain undetected by its
enemies. Enemy units cannot see this unit when it is in forest, except
for any turn immediately after this unit has attacked, or if there
are enemy units next to this unit.
This unit can hide in forest, and remain undetected by its enemies.
Enemy units cannot see this unit while it is in forest, except if they have
units next to it. Any enemy unit that first discovers this unit immediately
loses all its remaining movement.
Concealment::
This unit can hide in villages (with the exception of water villages), and
remain undetected by its enemies, except by those standing next to it.
Enemy units can not see this unit while it is in a village, except if they
have units next to it. Any enemy unit that first discovers this unit
immediately loses all its remaining movement.
Cures::
This unit combines herbal remedies with magic to heal units more
quickly than is normally possible on the battlefield. This unit will
care for all adjacent friendly units that are injured at the beginning
of each turn. A unit cared for by a curer may heal up to 8 HP per
turn. A curer may heal a total of 18 HP per turn, for all units it
cares for. A curer can cure a unit of poison, although that unit will
receive no additional healing on the turn it is cured of poison.
Heals::
Allows the unit to heal adjacent friendly units at the beginning of
each turn. A unit cared for by a healer may heal up to 4HP per turn. A
healer may heal a total of 8HP per turn, for all units it cares for. A
poisoned unit cannot be cured of its poison by a healer, and must seek
A curer can cure a unit of poison, although that unit will receive no
additional healing on the turn it is cured of the poison.
Heals +4::
Allows the unit to heal adjacent friendly units at the beginning of each
turn.
A unit cared for by this healer may heal up to 4 HP per turn, or stop
poison from taking effect for that turn.
A poisoned unit cannot be cured of its poison by a healer, and must seek
the care of a village or a unit that can cure.
Heals +8::
This unit combines herbal remedies with magic to heal units more quickly
than is normally possible on the battlefield.
A unit cared for by this healer may heal up to 8 HP per turn, or stop
poison from taking effect for that turn.
A poisoned unit cannot be cured of its poison by a healer, and must seek
the care of a village or a unit that can cure.
Illuminates::
This unit illuminates the surrounding area, making lawful units fight
better, and chaotic units fight worse. Any units adjacent to this unit
will fight as if it were dusk when it is night, and as if it were day
when it is dusk.
This unit illuminates the surrounding area, making lawful units fight
better, and chaotic units fight worse.
Any units adjacent to this unit will fight as if it were dusk when it
is night, and as if it were day when it is dusk.
Leadership::
This unit can lead friendly units that are next to it, making them
fight better. Adjacent friendly units of lower level will do more
damage in battle. When a unit adjacent to, of a lower level than,
and on the same side as a unit with Leadership engages in combat,
its attacks do 25% more damage times the difference in their levels.
This unit can lead friendly units that are next to it, making them fight
better.
Adjacent friendly units of lower level will do more damage in battle.
When a unit adjacent to, of a lower level than, and on the same side as a
unit with Leadership engages in combat, its attacks do 25% more damage
times the difference in their levels.
Nightstalk::
This unit becomes invisible during night. Enemy units cannot see this
unit at night, except for any turn immediately after this unit has
attacked, or if they are next to this unit.
The unit becomes invisible during night.
Enemy units cannot see this unit at night, except if they have units next to
it. Any enemy unit that first discovers this unit immediately loses all its
remaining movement.
Regenerates::
This unit will heal itself 8HP per turn. If it is poisoned, it will
remove the poison instead of healing.
Skirmisher::
This unit is skilled in moving past enemies quickly, and ignores all
enemy Zones of Control. (Exception: if you stop in an enemy zone of
control, your remaining movement will be set to 0 even if you are
a skirmisher.)
This unit is skilled in moving past enemies quickly, and ignores all enemy
Zones of Control.
Steadfast::
This unit's resistances are doubled, up to a maximum of 50%, when
defending. Vulnerabilities are not affected.
Submerge::
This unit can hide in deep water, and remain undetected by its
enemies. Enemy units cannot see or attack this unit when it is in deep
water, except for any turn immediately after this unit has attacked,
or if there are enemy units next to this unit.
This unit can hide in deep water, and remain undetected by its enemies.
Enemy units cannot see this unit while it is in deep water, except if they
have units next to it. Any enemy unit that first discovers this unit
immediately loses all its remaining movement.
Teleport::
This unit may teleport between any two friendly villages using one of
its moves.
This unit may teleport between any two friendly villages using one of its
moves.
Experience
^^^^^^^^^^
@ -714,14 +765,19 @@ Orbs
On the top of the energy bar shown next to each unit of yours is an
orb. This orb is:
- green if you control the unit and it hasn't moved this turn,
- yellow if you control the unit and it has moved this turn, but could
still move further or attack,
- red if you control the unit, but it has used all its movement this
turn, or
- blue if the unit is an ally you do not control.
image:images/orb-green.jpg["green orb"] green if you control the unit
and it hasn't moved this turn,
Enemy units have no orb on the top of their energy bar.
image:images/orb-yellow.jpg["yellow orb"] yellow if you control the unit
and it has moved this turn, but could still move further or attack,
image:images/orb-red.jpg["red orb"] red if you control the unit,
but it has used all its movement this turn, or
image:images/orb-blue.jpg["blue orb"] blue if the unit is an ally you do
not control.
image:images/orb-none.jpg["no orb"] Enemy units have no orb on the top of their energy bar.
Planchets, Team Colors, and Hero Icons
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
@ -808,7 +864,7 @@ Examples: Drake scales protect them from most of attack types except from
piercing weapon and cold weapon. Human Cavalry units are generally well
protected except from piercing attacks which are their weak point. Undead
are very resistant to blade and piercing weapon but very vulnerable to
impact attacks and holy attacks.
impact attacks and arcane attacks.
Use the best attack type against enemy units.
@ -1111,7 +1167,7 @@ During the scenario
screen. Plan ahead - think about what it's going to be next turn as
well as this turn.
- Some units are resistant or vulnerable to different kind of
attacks. Mounted units are weak vs pierce attacks. Fire and holy
attacks. Mounted units are weak vs pierce attacks. Fire and arcane
attacks destroy undead. To see how much a unit resists an attack
type, right click on the unit, select "Unit Description", then select
"Resistance". It will show you how resistant a unit is to different

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff