Here are the updated unit costs. They will balance Age of Heroes,
...but will require rebalancing of most campaigns. I have done a preliminary rebalancing of all the official campaigns.
This commit is contained in:
parent
0f442228fc
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104 changed files with 118 additions and 119 deletions
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@ -14,7 +14,7 @@ alignment=lawful
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advanceto=null
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{AMLA_TOUGH 3}
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undead_variation=wose
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cost=120
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cost=48
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unit_description= _ "There is a curious story of a farmer who had a great oak in his lawn, a tree which had stood when his father first broke the soil on that land, and under which his family had many memories. It was thus a shock to him, one morning, when he awoke to find it somehow spirited away, with nothing but a bare patch of earth where it once stood. The poor farmer was never quite the same, afterwards.
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Such encounters are all that is known of what are presumably the most ancient of woses.
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@ -15,7 +15,7 @@ experience=220
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level=3
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alignment=neutral
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advanceto=Great Mage
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cost=100
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cost=54
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usage=mixed fighter
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unit_description= _ "The title of Arch Mage is 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 wise enough to seek the fruits of their wisdom. Many tend to wealthy patrons, a profitable enterprise for both as, outside of the occasional task or word of advice, it gives the mage leave to pursue their research undisturbed. Certain others shun civilization, spending their days as hermits, often to study something which most would tend to frown upon.
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@ -125,7 +125,7 @@ get_hit_sound=groan.wav
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level=3
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alignment=neutral
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advanceto=Great Mage
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cost=100
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cost=54
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usage=mixed fighter
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unit_description= _ "The title of Arch Mage is 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 wise enough to seek the fruits of their wisdom. Many tend to wealthy patrons, a profitable enterprise for both as, outside of the occasional task or word of advice, it gives the mage leave to pursue their research undisturbed. Certain others shun civilization, spending their days as hermits, often to study something which most would tend to frown upon.
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@ -13,7 +13,7 @@ level=3
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alignment=chaotic
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advanceto=null
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{AMLA_TOUGH 3}
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cost=50
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cost=44
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usage=fighter
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ability=skirmisher
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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 employ any means to silently dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, these assassins are somewhat uncomfortable fighting under the open sun.
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@ -108,7 +108,7 @@ experience=100
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alignment=chaotic
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advanceto=null
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{AMLA_TOUGH 3}
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cost=50
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cost=44
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usage=fighter
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ability=skirmisher
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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 employ any means to silently dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, these assassins are somewhat uncomfortable fighting under the open sun.
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@ -13,7 +13,7 @@ level=2
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alignment=chaotic
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advanceto=null
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{AMLA_TOUGH 3}
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cost=33
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cost=27
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usage=fighter
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unit_description= _ "Bandits are a motley collection of men, most of dubious background. They are the strong arm of any organized group of criminals, and though they may lack in finesse, or intelligence, they excel at their preferred task of pummeling victims into submission. Like any sort of outlaw, they're not comfortable fighting in broad daylight, being used to working at night."
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get_hit_sound=groan.wav
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@ -11,7 +11,7 @@ experience=90
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level=2
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alignment=chaotic
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advanceto=Soul Shooter
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cost=24
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cost=26
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unit_description= _ "Of a necromancer's creations, some take more strongly to the false life given them. Potency of life is given equipment to match; archers, in particular are often outfitted with a truly vile arsenal. Their quivers are filled with shafts made not of wood, but of the bones of their victims. Dubbed simply 'Bone-Shooters' by their unfortunate enemies, these abominations are a terror to all who live."
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usage=archer
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get_hit_sound=skeleton-hit.wav
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@ -14,7 +14,7 @@ alignment=lawful
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advanceto=null
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{AMLA_TOUGH 3}
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undead_variation=mounted
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cost=90
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cost=48
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#extra resistance for these units
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[resistance]
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blade=70
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@ -12,7 +12,7 @@ level=3
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alignment=chaotic
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advanceto=null
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{AMLA_TOUGH 3}
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cost=60
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cost=40
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usage=mixed fighter
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unit_description= _ "The dread inspired by black magic comes chiefly from how little is known about it, to the common man. If immortality is truly what it grants, then the transformation to lichdom would seem something to be achieved as soon as possible, lest disease or infirmity claim the mage. Yet, on occasion, a dark sorcerer has been seen who was quite aged, and yet clearly powerful enough to rival a lich.
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@ -12,7 +12,7 @@ level=2
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alignment=chaotic
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advanceto=null
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{AMLA_TOUGH 3}
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cost=22
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cost=35
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usage=fighter
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unit_description= _ "In life, the abominations known as 'Deathblades' were masters of combat, soldiers who were both lithe and deadly. Their new masters will often recognize this, and try to take advantage of it by outfitting them to match the skills they once had. Though frail, these monsters are much faster than the rest of their kind, both on foot and with their blades."
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get_hit_sound=skeleton-hit.wav
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@ -14,7 +14,7 @@ alignment=chaotic
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advanceto=null
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{AMLA_TOUGH 3}
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undead_variation=mounted
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cost=40
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cost=41
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usage=scout
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unit_description= _ "'Dire wolves' differ from the garden 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 them, if such can be said.
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@ -13,7 +13,7 @@ level=2
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alignment=lawful
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advanceto=Cavalier
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undead_variation=mounted
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cost=40
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cost=34
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#extra resistance for these units
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[resistance]
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blade=70
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@ -16,7 +16,7 @@ alignment=lawful
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advanceto=null
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{AMLA_TOUGH 3}
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undead_variation=drake
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cost=75
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cost=47
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usage=fighter
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unit_description= _ "The drakes who master the use of a sword are sworn into a special order. The mark of this is the black and white warpaint they display in battle."
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get_hit_sound=groan.wav
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@ -14,7 +14,7 @@ alignment=lawful
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advanceto=null
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{AMLA_TOUGH 3}
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undead_variation=drake
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cost=85
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cost=40
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usage=fighter
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unit_description= _ "The great Drake Enforcers epitomize the raw strength of their kind. Long hours at the forge have provided them with a bristling array of weaponry, and have clad them head to toe in shining armor."
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get_hit_sound=groan.wav
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@ -14,7 +14,7 @@ level=2
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alignment=lawful
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advanceto=Inferno Drake
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undead_variation=drake
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cost=37
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cost=35
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usage=archer
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unit_description= _ "The great fire drakes are masters of their internal fire. Clad in shining armor, they belch columns of flame at any who oppose them, a testament to the strength and majesty of their kind."
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get_hit_sound=groan.wav
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@ -17,7 +17,7 @@ ability=leadership
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advanceto=null
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{AMLA_TOUGH 3}
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undead_variation=drake
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cost=65
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cost=56
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usage=mixed fighter
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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.
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@ -13,7 +13,7 @@ level=2
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alignment=lawful
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advanceto=Drake Enforcer
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undead_variation=drake
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cost=45
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cost=29
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usage=fighter
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unit_description= _ "The Gladiator has taken a completely different path from the Slashers. Rather than emphasize training, they have chosen to focus on the craft of their weaponry. They are the smiths of Drake society, and it follows that they possess the best weaponry - the sharpest blades and spears, and the maces which complement their already impressive array. Their intense focus on their weapons comes at the slight expense of their defensive abilities."
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get_hit_sound=groan.wav
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@ -15,7 +15,7 @@ alignment=lawful
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advanceto=null
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{AMLA_TOUGH 3}
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undead_variation=drake
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cost=65
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cost=35
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usage=scout
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unit_description= _ "Masters of the aerial realm, the Hurricane Drakes are the elite amongst 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."
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get_hit_sound=groan.wav
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@ -15,7 +15,7 @@ alignment=lawful
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advanceto=null
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{AMLA_TOUGH 3}
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undead_variation=drake
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cost=65
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cost=51
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usage=archer
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unit_description= _ "The flying configurations known as Drake Infernos are the masters of the fire they breathe, and rival their predecessors the Dragons in their ability to use it. This natural ability renders them nearly immune to fire. Their shining, flame-colored armor is a mark of their proud and powerful caste, the ideal to which their brethren aspire."
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get_hit_sound=groan.wav
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@ -14,7 +14,7 @@ level=2
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alignment=lawful
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advanceto=Hurricane Drake
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undead_variation=drake
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cost=27
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cost=25
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usage=scout
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# remove reference to marksman for now
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# unit_description= _ "Sky drakes are truly the kings of the sky. Using their momentum and fire breath as weapons these drakes are the bane of many. They can swiftly swoop down on prey, and are usually long gone before anyone can stop them. 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."
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@ -14,7 +14,7 @@ level=2
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alignment=lawful
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advanceto=Drake Warden
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undead_variation=drake
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cost=45
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cost=31
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usage=fighter
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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."
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get_hit_sound=groan.wav
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@ -15,7 +15,7 @@ alignment=lawful
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advanceto=null
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{AMLA_TOUGH 3}
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undead_variation=drake
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cost=85
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cost=46
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usage=fighter
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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."
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get_hit_sound=groan.wav
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@ -15,7 +15,7 @@ level=2
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alignment=lawful
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advanceto=Drake Blademaster
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undead_variation=drake
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cost=31
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cost=30
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usage=fighter
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unit_description= _ "Drake Warriors wield swords with great skill, and possess the fire breathing skills of their ancestors. The great strength of their kind allows them to strike withering blows, and to withstand punishment in equal measure."
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get_hit_sound=groan.wav
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@ -12,7 +12,7 @@ level=3
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alignment=chaotic
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advanceto=null
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{AMLA_TOUGH 3}
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cost=60
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cost=40
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usage=fighter
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unit_description= _ "Towering remains of what once were legendary warriors, the Draug strike fear in the hearts of all who oppose them. They are driven not by malice, but are forever bound within the dream of unlife, wandering through the greatest battles of their memory, and fighting desperately for release, for a peace bought only by strength of arms. The memory of their enemy, and the purpose of their struggle have long faded into oblivion."
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get_hit_sound=skeleton-hit.wav
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@ -11,7 +11,7 @@ experience=90
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level=2
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alignment=lawful
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advanceto=Master at Arms
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cost=40
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cost=32
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usage=mixed fighter
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ability=skirmisher
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unit_description= _ "It is a peculiar fashion of Wesnoth's nobility, in 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 heat of insult can sometimes incite a rash demonstration of their natural right.
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@ -12,7 +12,7 @@ level=2
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alignment=neutral
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advanceto=null
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{AMLA_TOUGH 3}
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cost=30
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cost=33
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usage=fighter
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unit_description= _ "Dwarves are an ancient race of powerful fighters. Their Berserkers forget all defense in exchange for massive damage against their enemies. Once a battle is entered, Dwarvish Berserkers attack ferociously, continuing to push the attack until either they or their enemy lies dead."
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get_hit_sound=groan.wav
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@ -12,7 +12,7 @@ level=3
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alignment=neutral
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advanceto=null
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{AMLA_TOUGH 3}
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cost=52
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cost=46
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usage=archer
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unit_description= _ "It is not clear why the Dragonguards are called what they are, a name given by their dwarven brethren. Some speculate that the name comes from their weapon of choice, these strange staves that belch fire and death. Others have surmised that it is because such weapons would be a threat against even a true Dragon, should such a thing be seen again in the known world. Whatever the case, it is for these weapons that the guardians of the great Dwarven citadels are both renowned and feared; weapons that have broken the mightiest of warriors in a single blow."
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get_hit_sound=groan.wav
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@ -15,7 +15,7 @@ level=3
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alignment=neutral
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advanceto=null
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{AMLA_TOUGH 3}
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cost=100
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cost=54
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usage=fighter
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[resistance]
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blade=60
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@ -20,7 +20,7 @@ level=3
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alignment=neutral
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advanceto=null
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{AMLA_TOUGH 3}
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cost=37
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cost=38
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usage=fighter
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unit_description= _ "The Sentinel, with his tower shield and great courage, refuses to yield under even the strongest of enemy attacks."
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get_hit_sound=groan.wav
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@ -19,7 +19,7 @@ ability=steadfast
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level=2
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alignment=neutral
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advanceto=Dwarvish Sentinel
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cost=33
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cost=27
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usage=fighter
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unit_description= _ "Stalwarts, after years in battle, have fashioned new shields and strong armor from the ruins of their enemies. While slow, they are the feared for their resilience and strength."
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get_hit_sound=groan.wav
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@ -19,7 +19,7 @@ experience=74
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level=2
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alignment=neutral
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advanceto=Dwarvish Lord
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cost=36
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cost=32
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usage=fighter
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unit_description= _ "The more experienced Dwarvish Steelclad fighters wear heavy chain mail and plate armor, for which they are rightly famous."
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get_hit_sound=groan.wav
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alignment=lawful
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advanceto=Ancient Wose
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undead_variation=wose
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cost=40
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cost=31
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unit_description= _ "Woses have been said to possess many shapes, all of them tree-like in form, and as they age, to increase in size. Tales tell of woses who resemble trees in this respect as well, towering over the creatures who walk beneath them. This is the greater part of why they are so rarely seen - standing in the slumber which they so often do, a wose of that stature appears to be nothing more than an oddly-shaped tree. Even a careless elf can sometimes be fooled.
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Woses are not warriors by any means, however the strength they possess is obviously capable of violence, should someone manage to raise the ire of these creatures.
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advanceto=null
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{AMLA_TOUGH 3}
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undead_variation=archer
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cost=80
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cost=65
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ability=ambush
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usage=mixed fighter
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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.
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hitpoints=60
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movement_type=woodland
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movement=6
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experience=100
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experience=65
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level=3
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alignment=neutral
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advanceto=null
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level=2
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alignment=neutral
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advanceto=Elvish Marshal
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cost=40
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cost=32
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usage=fighter
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unit_description= _ "Elves, unlike many other races, will quickly acknowledge and follow any of their peers who have experience in combat. This is quite at odds with humanity, for whom leadership is often a fickle mess 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.
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alignment=neutral
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advanceto=null
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{AMLA_TOUGH 3}
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cost=100
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cost=56
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usage=fighter
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unit_description= _ "Those few elves who deliberately hone themselves into weapons of war become something which belies the rather docile reputation of their race. Dedication and skill are matched with purity of form, and the result is a mastery of swordsmanship to which few can compare. Even archery, treated as a secondary pursuit, is executed with a skill that most of humanity can only stare at with wonder."
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get_hit_sound=groan.wav
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@ -14,7 +14,7 @@ experience=80
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level=2
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alignment=neutral
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advanceto=Elvish Shyde
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cost=54
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cost=39
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usage=healer
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ability=cures
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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.
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level=3
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alignment=neutral
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advanceto=Elvish Sylph
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cost=100
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cost=50
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usage=mixed fighter
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unit_description= _ "The Elven Enchantresses are masters of offensive magic, striking at their enemies both with blasts of icy wind drawn from the ethereal plane, and magically animate roots with which they bind their enemies in place."
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get_hit_sound=female-hit.wav
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level=2
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alignment=neutral
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advanceto=Elvish Champion
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cost=40
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cost=31
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usage=fighter
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unit_description= _ "A relatively small amount of experience will turn an elf from a competent fighter into a master of combat. Those who are honored as heroes are strong with both sword and bow, skills that never fade for lack of practice."
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get_hit_sound=groan.wav
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alignment=neutral
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||||
advanceto=Elvish Sharpshooter
|
||||
undead_variation=archer
|
||||
cost=60
|
||||
cost=40
|
||||
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.
|
||||
|
||||
|
@ -135,7 +135,7 @@ get_hit_sound=groan.wav
|
|||
alignment=neutral
|
||||
advanceto=Elvish Sharpshooter
|
||||
undead_variation=archer
|
||||
cost=60
|
||||
cost=40
|
||||
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.
|
||||
|
||||
|
|
|
@ -18,7 +18,7 @@ level=3
|
|||
alignment=neutral
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=80
|
||||
cost=55
|
||||
usage=fighter
|
||||
unit_description= _ "The longevity and natural intelligence of elves makes for a vicious aptitude 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 the other 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.
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@ level=3
|
|||
alignment=neutral
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=36
|
||||
cost=48
|
||||
undead_variation=mounted
|
||||
usage=scout
|
||||
[defense]
|
||||
|
|
|
@ -15,7 +15,7 @@ level=2
|
|||
alignment=neutral
|
||||
advanceto=Elvish Avenger
|
||||
undead_variation=archer
|
||||
cost=40
|
||||
cost=41
|
||||
usage=mixed fighter
|
||||
ability=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, and when combined with a considerable skill at archery and swordsmanship, the result is a powerful tool of war.
|
||||
|
@ -130,7 +130,7 @@ get_hit_sound=groan.wav
|
|||
alignment=neutral
|
||||
advanceto=Elvish Avenger
|
||||
undead_variation=archer
|
||||
cost=40
|
||||
cost=41
|
||||
usage=mixed fighter
|
||||
ability=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, and when combined with a considerable skill at archery and swordsmanship, the result is a powerful tool of war.
|
||||
|
|
|
@ -12,7 +12,7 @@ experience=75
|
|||
level=2
|
||||
alignment=neutral
|
||||
advanceto=Elvish Outrider
|
||||
cost=28
|
||||
cost=35
|
||||
undead_variation=mounted
|
||||
usage=scout
|
||||
#mostly like a foot Elf, but they
|
||||
|
|
|
@ -16,7 +16,7 @@ alignment=neutral
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=archer
|
||||
cost=90
|
||||
cost=55
|
||||
usage=archer
|
||||
unit_description= _ "A story once wandered about, 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.
|
||||
|
||||
|
@ -130,7 +130,7 @@ get_hit_sound=groan.wav
|
|||
hitpoints=45
|
||||
movement_type=woodland
|
||||
movement=6
|
||||
experience=100
|
||||
experience=55
|
||||
level=3
|
||||
alignment=neutral
|
||||
advanceto=null
|
||||
|
|
|
@ -16,7 +16,7 @@ level=3
|
|||
alignment=neutral
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=94
|
||||
cost=52
|
||||
usage=healer
|
||||
ability=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.
|
||||
|
|
|
@ -16,7 +16,7 @@ experience=100
|
|||
level=2
|
||||
alignment=neutral
|
||||
advanceto=Elvish Enchantress
|
||||
cost=60
|
||||
cost=41
|
||||
usage=mixed fighter
|
||||
unit_description= _ "Eschewing the study of healing in favor of more aggressive uses of magic, Elvish Sorceresses have become quite proficient at ranged combat. Their entangling attack is notably more effective than before, and they can call upon bursts of chilling ethereal wind to smite those who oppose them."
|
||||
get_hit_sound=female-hit.wav
|
||||
|
|
|
@ -16,7 +16,7 @@ level=4
|
|||
alignment=neutral
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=150
|
||||
cost=67
|
||||
usage=mixed fighter
|
||||
unit_description= _ "Elvish Sylphs are scions of beauty in the mortal plane. Having fully developed their faerie side, they transform into creatures of both worlds, wielding powerful magic against their enemies."
|
||||
get_hit_sound=female-hit.wav
|
||||
|
|
|
@ -20,7 +20,7 @@ advanceto=null
|
|||
#else
|
||||
advanceto=Grand Marshal
|
||||
#endif
|
||||
cost=100
|
||||
cost=54
|
||||
ability=leadership
|
||||
usage=fighter
|
||||
unit_description= _ "As the leaders of their armies, Generals are responsible for the protection of large or important areas in the kingdoms they swore fealty to. Their training and experience suffice to carry out these orders.
|
||||
|
|
|
@ -13,7 +13,7 @@ level=2
|
|||
alignment=chaotic
|
||||
advanceto=Direwolf Rider
|
||||
undead_variation=mounted
|
||||
cost=28
|
||||
cost=32
|
||||
usage=scout
|
||||
unit_description= _ "The Goblin 'Knights' have little in common with the men who share that title, and the title is something used only in the parlance of their enemies. The similarity is simply that they are the elite of the wolf riders, likely promoted to their position by their success in some temerarious raid, or something of a similarly base nature.
|
||||
|
||||
|
|
|
@ -15,7 +15,7 @@ alignment=lawful
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=mounted
|
||||
cost=100
|
||||
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." + _ "
|
||||
|
||||
|
|
|
@ -16,7 +16,7 @@ level=4
|
|||
alignment=lawful
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=150
|
||||
cost=66
|
||||
ability=leadership
|
||||
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 surpassed many trials by fire, proving their tactical facility and their considerable mettle at personal combat.
|
||||
|
|
|
@ -16,7 +16,7 @@ level=4
|
|||
alignment=neutral
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=150
|
||||
cost=72
|
||||
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.
|
||||
|
||||
|
|
|
@ -12,7 +12,7 @@ alignment=neutral
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=mounted
|
||||
cost=50
|
||||
cost=30
|
||||
usage=scout
|
||||
unit_description= _ "Gryphon Masters have long experience flying the Gryphons, which have become an extension of themselves. This special relationship makes the heart of the earth-bound tremble, for these mighty pairs may strike from anywhere."
|
||||
get_hit_sound=groan.wav
|
||||
|
|
|
@ -16,7 +16,7 @@ level=3
|
|||
alignment=lawful
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=80
|
||||
cost=42
|
||||
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.
|
||||
|
||||
|
|
|
@ -12,7 +12,7 @@ level=3
|
|||
alignment=lawful
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=100
|
||||
cost=50
|
||||
unit_description= _ "Iron Maulers are given their name for reasons which are all too obvious. The men within these suits of armor can match ogres in contests of strength, and are marked as the champions of the castle guards in which they serve. They are, however, expensive to maintain, and cannot be sent to distant battles without a full convoy of servants to support them.
|
||||
|
||||
Though staggering in melee combat, there are many drawbacks to being outfitted in this way; Iron Maulers tire easily, and know all too well that they cannot run on the battlefield. Too often have they seen a distant comrade fall, yet were powerless to reach the scene in time to help."
|
||||
|
|
|
@ -13,7 +13,7 @@ level=2
|
|||
alignment=lawful
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=32
|
||||
cost=23
|
||||
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.
|
||||
|
||||
|
|
|
@ -15,7 +15,7 @@ alignment=lawful
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=mounted
|
||||
cost=40
|
||||
cost=38
|
||||
usage=fighter
|
||||
unit_description= _ "Lancers are some of 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 a double-edged sword, often winning either glory, or a swift death. Lancers excel in hunting down infantrymen who've made the mistake of breaking formation, and in piercing defensive lines. However, they have limited use in defense." + _ "
|
||||
|
||||
|
|
|
@ -12,7 +12,7 @@ level=3
|
|||
alignment=chaotic
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=62
|
||||
cost=45
|
||||
usage=fighter
|
||||
unit_description= _ "A lich is the physical embodiment of black magic's first goal: the quest to achieve immortality. Though a great deal is sacrificed in the rebirth, in becoming a lich one cheats death of that which truly gives it terror. For it is the mind that is retained, and the spirit which follows, though the body may wither away.
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@ level=2
|
|||
alignment=lawful
|
||||
advanceto=Master Bowman
|
||||
undead_variation=archer
|
||||
cost=32
|
||||
cost=30
|
||||
usage=archer
|
||||
unit_description= _ "Longbows are forbidden to beginning archers simply by merit of physical law. It takes great strength to draw one, and the added range and power are useless unless one has good aim with the weapon, a gift that beginners certainly lack. Longbowmen carry their weaponry as a badge of pride, and most bowmen look forward to the day they can begin using one."
|
||||
get_hit_sound=groan.wav
|
||||
|
|
|
@ -23,7 +23,7 @@ level=3
|
|||
alignment=lawful
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=120
|
||||
cost=64
|
||||
usage=fighter
|
||||
unit_description= _ "After years of experience, the most devout of white magi are bestowed with 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.
|
||||
|
||||
|
@ -100,7 +100,7 @@ experience=100
|
|||
alignment=lawful
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=120
|
||||
cost=64
|
||||
usage=fighter
|
||||
unit_description= _ "After years of experience, the most devout of white magi are bestowed with 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.
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@ alignment=lawful
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=archer
|
||||
cost=45
|
||||
cost=46
|
||||
usage=archer
|
||||
unit_description= _ "Master bowmen have reached the zenith of their art, inasmuch as any man is capable. Armed with both a sword, and a great yew bow, these warriors crown battalions of archers with their presence, bringing down many a foe with their well-aimed shots. Their skill with the sword is also not to be discounted; they are easily as good with it as any novice swordsman. Of the many races in the world, only the elves surpass humanity in archery, and their human counterparts have speculated, perhaps in envy, that this is only by dint of age."
|
||||
get_hit_sound=groan.wav
|
||||
|
|
|
@ -12,7 +12,7 @@ level=3
|
|||
alignment=lawful
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=60
|
||||
cost=44
|
||||
usage=mixed fighter
|
||||
ability=skirmisher
|
||||
unit_description= _ "Master fencers have an envied place in life. Though theirs is a reckless and dangerous way of life, they have reached the time wherein they reap its rewards. Famed for their skill, and their rakish manner, these gentlemen have the bearing of natural aristocrats, and are followed by the eyes of many a high born lady.
|
||||
|
|
|
@ -22,7 +22,7 @@ alignment=lawful
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=swimmer
|
||||
cost=120
|
||||
cost=57
|
||||
usage=healer
|
||||
unit_description= _ "Mermaid Priestesses meet their calling with a fervor that leaves their human counterparts somewhat taken aback. This may have its roots in a legend they recite, telling of a nameless, shadowy horror which was once the bane of their people. Though little is told about it, it is clear that it was the power of the light which somehow defeated it, and made their people safe.
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@ level=2
|
|||
alignment=lawful
|
||||
advanceto=Mermaid Siren
|
||||
undead_variation=swimmer
|
||||
cost=60
|
||||
cost=33
|
||||
usage=mixed fighter
|
||||
unit_description= _ "Mermaids, like elves, have a powerful and native ability in magic, though theirs is considerably different. Those who master this ability are held in high regard, and their skill is used in a multitude of crafts, many of which are things that humanity would never dream of. 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.
|
||||
|
||||
|
|
|
@ -17,7 +17,7 @@ level=2
|
|||
alignment=lawful
|
||||
advanceto=Mermaid Diviner
|
||||
undead_variation=swimmer
|
||||
cost=80
|
||||
cost=42
|
||||
usage=healer
|
||||
unit_description= _ "Mermen share the creed that much of humanity follows, though for cultural reasons, the upholding of this is left to the mermaids, who are more intellectually inclined. It is they who dedicate themselves to the ideal of bringing peace and life to the world, and they who study the arts of battling sickness and injury, maladies which they share in no small part with humanity. Their diligence and piety also grant them certain spiritual powers, allowing them to guard their people against the unworldly.
|
||||
|
||||
|
|
|
@ -15,7 +15,7 @@ alignment=lawful
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=swimmer
|
||||
cost=110
|
||||
cost=52
|
||||
usage=mixed fighter
|
||||
unit_description= _ "The faerie nature of the mermaids is strongest in the Sirens, whose connection to naia often causes them to be mistaken for naiads themselves. Though certainly far from the truth, the mistake is understandable, as true naiads are rarely seen even by mermaids. The manifestation of their magic is certainly very similar; the water about a siren can be commanded at whim, like an extension of herself.
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@ alignment=lawful
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=swimmer
|
||||
cost=80
|
||||
cost=53
|
||||
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.
|
||||
|
||||
|
|
|
@ -30,7 +30,7 @@ alignment=lawful
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=swimmer
|
||||
cost=100
|
||||
cost=38
|
||||
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 against the rages of battle. In times of desperation, they can even do so on land, though not nearly as well as a creature with legs."
|
||||
get_hit_sound=mermen-hit.wav
|
||||
|
|
|
@ -14,7 +14,7 @@ alignment=lawful
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=swimmer
|
||||
cost=85
|
||||
cost=48
|
||||
usage=mixed fighter
|
||||
unit_description= _ "Those mermen who master the art of javelinry can become nearly as effective as an archer - though the heft of their weapons impedes their range, the impact of one is considerably greater. In the water, the mobility of the mermen more than makes up for this when facing foes who cannot swim."
|
||||
get_hit_sound=mermen-hit.wav
|
||||
|
|
|
@ -12,7 +12,7 @@ level=2
|
|||
alignment=lawful
|
||||
advanceto=Merman Entangler
|
||||
undead_variation=swimmer
|
||||
cost=40
|
||||
cost=38
|
||||
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.
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@ level=2
|
|||
alignment=lawful
|
||||
advanceto=Merman Javelineer
|
||||
undead_variation=swimmer
|
||||
cost=42
|
||||
cost=27
|
||||
usage=mixed fighter
|
||||
unit_description= _ "Archery is little favored by the mermen, for whom javelinry serves the same function. Though thrown javelins are of little use under the water, they are extremely useful at the surface, where their weight allows them to plunge several feet below the water while retaining enough momentum to remain effective. They are also useful in melee, even deep under the surface, which is something that certainly cannot be said of arrows."
|
||||
get_hit_sound=mermen-hit.wav
|
||||
|
|
|
@ -17,7 +17,7 @@ alignment=lawful
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=swimmer
|
||||
cost=100
|
||||
cost=43
|
||||
usage=fighter
|
||||
unit_description= _ "Tritons are masters of the sea. Skilled in use of the trident, Tritons easily defeat any enemy foolish enough to wander into their preferred environment."
|
||||
get_hit_sound=mermen-hit.wav
|
||||
|
|
|
@ -16,7 +16,7 @@ level=2
|
|||
alignment=lawful
|
||||
advanceto=Merman Triton,Merman Hoplite
|
||||
undead_variation=swimmer
|
||||
cost=40
|
||||
cost=30
|
||||
usage=fighter
|
||||
unit_description= _ "The Mermen Warriors form the core of the mermen armies. Wielding powerful tridents, they are a bane to any who dare enter their waters."
|
||||
get_hit_sound=mermen-hit.wav
|
||||
|
|
|
@ -19,7 +19,7 @@ alignment=neutral
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=swimmer
|
||||
cost=90
|
||||
cost=48
|
||||
usage=fighter
|
||||
unit_description= _ "The most practiced of the naga blademasters are initiated into the caste of the Myrmidon, masters of their twin-bladed art. They strike as fast as the snakes which they resemble, and dance away from attacks with grace. Not only are they potent enemies on any open terrain, but their ability to swim allows them a deadly mobility."
|
||||
get_hit_sound=hiss.wav
|
||||
|
@ -60,7 +60,7 @@ experience=100
|
|||
alignment=neutral
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=90
|
||||
cost=48
|
||||
usage=fighter
|
||||
unit_description= _ "The most practiced of the nagini blademasters are initiated into the caste of the Myrmidon, masters of their twin-bladed art. They strike as fast as the snakes which they resemble, and dance away from attacks with grace. Not only are they potent enemies on any open terrain, but their ability to swim allows them a deadly mobility."
|
||||
get_hit_sound=hiss.wav
|
||||
|
|
|
@ -18,7 +18,7 @@ level=2
|
|||
alignment=neutral
|
||||
advanceto=Naga Myrmidon
|
||||
undead_variation=swimmer
|
||||
cost=40
|
||||
cost=27
|
||||
usage=fighter
|
||||
unit_description= _ "Many of the young warriors of the naga aspire for the day when they merit their second blade. Their martial practice of using twin blades is wholly unlike that of the Orcs and other races, for they have begun to learn the art of using their serpentine form to best effect, twisting and turning to dodge from blows. This makes them potent on land, but the friction of water greatly impedes their ability to do this."
|
||||
get_hit_sound=mermen-hit.wav
|
||||
|
@ -58,7 +58,7 @@ get_hit_sound=mermen-hit.wav
|
|||
level=2
|
||||
alignment=neutral
|
||||
advanceto=Naga Myrmidon
|
||||
cost=40
|
||||
cost=27
|
||||
usage=fighter
|
||||
unit_description= _ "Many of the young warriors of the naga aspire for the day when they merit their second blade. Their martial practice of using twin blades is wholly unlike that of the Orcs and other races, for they have begun to learn the art of using their serpentine form to best effect, twisting and turning to dodge from blows. This makes them potent on land, but the friction of water greatly impedes their ability to do this."
|
||||
get_hit_sound=hiss.wav
|
||||
|
|
|
@ -11,7 +11,7 @@ experience=80
|
|||
level=2
|
||||
alignment=chaotic
|
||||
advanceto=Lich,Dark Sorcerer
|
||||
cost=38
|
||||
cost=28
|
||||
usage=mixed fighter
|
||||
unit_description= _ "One of the greatest circles of what is considered 'black magic' is the art of necromancy, the terrible ability to awaken the dead with false life. This ability, in all aspects, was the first step towards cheating death of its ultimate prize; though not the fulfillment of what they had hoped for, it was a discovery that nonetheless had terrible ramifications. This art alone may have caused humanity's condemnation of what is now known as 'black magic', and has given fear a vast new arsenal.
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@ level=2
|
|||
alignment=chaotic
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=36
|
||||
cost=24
|
||||
usage=fighter
|
||||
unit_description= _ "Driven ravenous by an unholy hunger for dead flesh, Necrophages attack their hoped-for food with beast-like ferocity. When they are sated with the flesh of their victims, they simply shrug off all damage sustained as if they had been freshly summoned, to begin their search for flesh again.
|
||||
|
||||
|
|
|
@ -12,7 +12,7 @@ level=3
|
|||
alignment=chaotic
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=50
|
||||
cost=52
|
||||
usage=scout
|
||||
unit_description= _ "The purpose of the masks that these creatures wear is unknown, as is the countenance that they obscure. These terrible forms are rarely seen by the living, and those who live to speak of them had no leisure to study their foe.
|
||||
|
||||
|
|
|
@ -12,7 +12,7 @@ level=2
|
|||
alignment=neutral
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=30
|
||||
cost=33
|
||||
usage=fighter
|
||||
unit_description= _ "Ogres are giant creatures that usually live alone in the wilderness, remarkably similar to humans in form, though large and misshapen. While they can be easily outrun or outsmarted, their strength is not to be underestimated."
|
||||
get_hit_sound=groan.wav
|
||||
|
|
|
@ -12,7 +12,7 @@ level=2
|
|||
alignment=chaotic
|
||||
advanceto=Orcish Slurbow
|
||||
undead_variation=archer
|
||||
cost=28
|
||||
cost=26
|
||||
usage=archer
|
||||
unit_description= _ "Orcish Crossbowmen try to compensate for their lack of skill with the raw power of their weapon. While they are not as effective as the Elvish Marksmen in long-range combat, they are sturdier and can handle themselves a little better than the Elves in close combat."
|
||||
get_hit_sound=orc-small-hit.wav
|
||||
|
|
|
@ -13,7 +13,7 @@ level=2
|
|||
alignment=chaotic
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=25
|
||||
cost=37
|
||||
usage=fighter
|
||||
unit_description= _ "The larger, and often more skilled orcish assassins are called 'Slayers' by their enemies, though this distinction is somewhat unclear. Slayers are fast on their feet, and quite nimble in combat, although they achieve that end by forgoing armor. Their choice weapon, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy.
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@ alignment=chaotic
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=archer
|
||||
cost=50
|
||||
cost=43
|
||||
usage=archer
|
||||
unit_description= _ "Slurbowmen have managed to improve their crossbow with the addition of a cranequin and a metal barrel. As a result they are able to launch lead shot with deadly power and accuracy. Although they remain weaker in ranged combat than their Elven and Human counterparts, they still maintain an edge in melee strength and stamina."
|
||||
get_hit_sound=orc-small-hit.wav
|
||||
|
|
|
@ -12,7 +12,7 @@ level=3
|
|||
alignment=chaotic
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=30
|
||||
cost=56
|
||||
usage=fighter
|
||||
unit_description= _ "Only orcs with both great cunning and unsurpassed strength can become Warlords. Masters of the sword, and even possessing some skill with the bow, these beast-warriors lead their brethren with an iron hand."
|
||||
get_hit_sound=orc-hit.wav
|
||||
|
|
|
@ -11,7 +11,7 @@ experience=60
|
|||
level=2
|
||||
alignment=chaotic
|
||||
advanceto=Orcish Warlord
|
||||
cost=22
|
||||
cost=26
|
||||
usage=fighter
|
||||
unit_description= _ "Having mastered the art of dual-sword fighting, Orcish Warriors are highly respected among the Orcs, and highly feared by their foes. Their only weakness is their inability to wield the bow."
|
||||
get_hit_sound=orc-hit.wav
|
||||
|
|
|
@ -13,7 +13,7 @@ level=2
|
|||
alignment=chaotic
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=40
|
||||
cost=28
|
||||
usage=mixed fighter
|
||||
unit_description= _ "After some years of service, former 'footpads' rise up in the ranks of their fellow outlaws. Having proven themselves in combat, they are given more dangerous tasks, and a greater share of the spoils. Though many opponents would mock their choice of weaponry, the outlaws are well aware of its deadly capacity, and also of the ready availability of ammunition. Outlaws are somewhat ill at ease fighting during the day, preferring the cover of nightfall."
|
||||
get_hit_sound=groan.wav
|
||||
|
@ -86,7 +86,7 @@ experience=100
|
|||
alignment=chaotic
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=40
|
||||
cost=28
|
||||
usage=mixed fighter
|
||||
unit_description= _ "After some years of service, former 'footpads' rise up in the ranks of their fellow outlaws. Having proven themselves in combat, they are given more dangerous tasks, and a greater share of the spoils. Though many opponents would mock their choice of weaponry, the outlaws are well aware of its deadly capacity, and also of the ready availability of ammunition. Outlaws are somewhat ill at ease fighting during the day, preferring the cover of nightfall."
|
||||
get_hit_sound=female-hit.wav
|
||||
|
|
|
@ -19,7 +19,7 @@ alignment=lawful
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=mounted
|
||||
cost=100
|
||||
cost=52
|
||||
usage=fighter
|
||||
ability=heals
|
||||
unit_description= _ "Knights of the highest virtue, Paladins have sworn themselves to monastic orders, pledging their might to the cause of righteousness. Though not as imposing on the battlefield as a Grand Knight, a Paladin is a powerful force in combat, and their piety grants them other gifts. A Paladin is a bane to the unworldly, and has trained in ministering to the wounds of his comrades." + _ "
|
||||
|
|
|
@ -15,7 +15,7 @@ experience=80
|
|||
level=2
|
||||
alignment=lawful
|
||||
advanceto=Halbardier
|
||||
cost=37
|
||||
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 infantry at bay.
|
||||
|
||||
|
|
|
@ -15,7 +15,7 @@ experience=100
|
|||
level=2
|
||||
alignment=neutral
|
||||
advanceto=Arch Mage,Silver Mage
|
||||
cost=60
|
||||
cost=36
|
||||
usage=mixed fighter
|
||||
unit_description= _ "Upon the successful termination of their apprenticeship, a mage is stripped of the blue robes of an apprentice, and given the red robes 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 as a crass application of the knowledge which they have painstakingly accrued.
|
||||
|
||||
|
@ -134,7 +134,7 @@ get_hit_sound=groan.wav
|
|||
level=2
|
||||
alignment=neutral
|
||||
advanceto=Arch Mage,Silver Mage
|
||||
cost=60
|
||||
cost=36
|
||||
usage=mixed fighter
|
||||
unit_description= _ "Upon the successful termination of their apprenticeship, a mage is stripped of the blue robes of an apprentice, and given the red robes 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 as a crass application of the knowledge which they have painstakingly accrued.
|
||||
|
||||
|
|
|
@ -11,7 +11,7 @@ experience=85
|
|||
level=2
|
||||
alignment=chaotic
|
||||
advanceto=Draug
|
||||
cost=25
|
||||
cost=28
|
||||
usage=fighter
|
||||
unit_description= _ "Given false life to do battle once more, the creatures known as Revenants were clearly great warriors in their time, though the memory of that time is now long gone. Even the sorcerers who raised them can only speculate on their past. Such questions aside, a Revenant is a powerful tool in combat: a fearless warrior that feels no pain, and which will fight to the bitter end."
|
||||
get_hit_sound=skeleton-hit.wav
|
||||
|
|
|
@ -12,7 +12,7 @@ experience=70
|
|||
level=2
|
||||
alignment=chaotic
|
||||
advanceto=Assassin
|
||||
cost=30
|
||||
cost=24
|
||||
usage=fighter
|
||||
ability=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.
|
||||
|
@ -74,7 +74,7 @@ get_hit_sound=groan.wav
|
|||
level=2
|
||||
alignment=chaotic
|
||||
advanceto=Assassin
|
||||
cost=30
|
||||
cost=24
|
||||
usage=fighter
|
||||
ability=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.
|
||||
|
|
|
@ -17,7 +17,7 @@ level=3
|
|||
alignment=lawful
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=80
|
||||
cost=43
|
||||
usage=fighter
|
||||
unit_description= _ "Royal Guards are picked from the best swordsmen in Wesnoth. Serving under any of the higher nobility, they function as bodyguards, and partly as a badge of office for their employers. A special force of Royal Guards is stationed at the capitol, guarding the palace grounds and the royal family. Because of their trusted relationship to their superiors, they, rather than mercenaries, are often deployed on missions of crucial import. Their reliability and mastery of close combat are their best assets, for which they are well-renowned."
|
||||
get_hit_sound=groan.wav
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
|
||||
[unit]
|
||||
id=Saurian Ambusher
|
||||
name= _ "Saurian Ambusher"
|
||||
|
@ -14,7 +13,7 @@ level=2
|
|||
alignment=chaotic
|
||||
advanceto=Saurian Flanker
|
||||
undead_variation=saurian
|
||||
cost=28
|
||||
cost=30
|
||||
usage=scout
|
||||
unit_description= _ "Saurian Ambushers are highly skilled in the use of the spear. Despite their lethargic cold blooded heritage, and their relative frailty, they are highly valued as scouts as they can navigate through rough terrain and around opponents. Saurian Ambushers possess the strength to take full advantage of this fact. The best Ambushers go on to become Saurian Flankers."
|
||||
get_hit_sound=hiss.wav
|
||||
|
|
|
@ -15,7 +15,7 @@ alignment=chaotic
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=saurian
|
||||
cost=45
|
||||
cost=46
|
||||
usage=scout
|
||||
get_hit_sound=hiss.wav
|
||||
unit_description= _ "Saurian Flankers are highly skilled in the use of the spear. Despite their lethargic cold blooded heritage, and their relative frailty, they are highly valued as scouts as they can navigate through rough terrain and around opponents. Saurian Flankers possess the strength to take full advantage of this fact."
|
||||
|
|
|
@ -14,7 +14,7 @@ alignment=chaotic
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=saurian
|
||||
cost=29
|
||||
cost=27
|
||||
usage=archer
|
||||
unit_description= _ "Saurian Icecasters have eschewed any further training in healing and curing in order to refine their skills with the dark arts. While frail, they can call forth the magic of the cold north, and the do retain their basic healing ability."
|
||||
get_hit_sound=hiss.wav
|
||||
|
|
|
@ -11,7 +11,7 @@ experience=100
|
|||
level=2
|
||||
alignment=chaotic
|
||||
advanceto=Nightgaunt
|
||||
cost=30
|
||||
cost=40
|
||||
usage=scout
|
||||
ability=nightstalk
|
||||
unit_description= _ "When light came into the world and gave form to the unknown, fear was forced to retreat into darkness. Since that day, the shadows of the world have held terror for humanity, though it knows not why.
|
||||
|
|
|
@ -11,7 +11,7 @@ experience=110
|
|||
level=2
|
||||
alignment=lawful
|
||||
advanceto=Iron Mauler
|
||||
cost=30
|
||||
cost=35
|
||||
unit_description= _ "Shock troopers are the elite of the heavy infantry, and half of their use in war is simply a matter of intimidation. The only men who can enter their ranks are prodigiously well-built, and when clad in black plate brimming with spikes, they are a fearsome sight to behold. The sight of Shock Troopers breaking an enemy with their morning stars is often enough to shatter the morale of any opposition, who sometimes wonder if such armor covers monsters, rather than men. The drawback of such heavy armor is, of course, the time it takes to move into and out of combat."
|
||||
get_hit_sound=groan.wav
|
||||
usage=fighter
|
||||
|
|
|
@ -17,7 +17,7 @@ level=3
|
|||
alignment=neutral
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=90
|
||||
cost=61
|
||||
usage=mixed fighter
|
||||
ability=teleport
|
||||
unit_description= _ "The many paths that a mage can take in study lead to strikingly different ends. The silver magi have devoted themselves to a study of the forces that bind reality together, and have managed, somewhat, to unravel the mysteries of a world far more vast than most would ever imagine. Often viewed as sages, or wandering mystics, silver magi act under an agenda which is obscure even to their own colleagues. Though helpful to the magisteriums which often employ them in the field, they remain somewhat aloof.
|
||||
|
@ -153,7 +153,7 @@ experience=100
|
|||
alignment=neutral
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=90
|
||||
cost=61
|
||||
usage=mixed fighter
|
||||
ability=teleport
|
||||
unit_description= _ "The many paths that a mage can take in study lead to strikingly different ends. The silver magi have devoted themselves to a study of the forces that bind reality together, and have managed, somewhat, to unravel the mysteries of a world far more vast than most would ever imagine. Often viewed as sages, or wandering mystics, silver magi act under an agenda which is obscure even to their own colleagues. Though helpful to the magisteriums which often employ them in the field, they remain somewhat aloof.
|
||||
|
|
|
@ -14,7 +14,7 @@ level=3
|
|||
alignment=chaotic
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=34
|
||||
cost=38
|
||||
unit_description= _ "The most powerful of the undead archers invariably end up being those who were themselves archers in their previous life. They wander the fields of battle, guided by the fading memory of their former skill, neither knowing, nor caring what their purpose, or foes be. They are driven only by a malice borne of the anguish of their empty and incoherent existence."
|
||||
usage=archer
|
||||
get_hit_sound=skeleton-hit.wav
|
||||
|
|
|
@ -17,7 +17,7 @@ level=3
|
|||
alignment=chaotic
|
||||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
cost=44
|
||||
cost=53
|
||||
usage=scout
|
||||
unit_description= _ "Sometimes called the 'hollow men', spectres form the right arm of their master's power. These abominations are a rightful terror to the living, and keep a sleepless vigil over their master's domain.
|
||||
|
||||
|
|
|
@ -16,7 +16,7 @@ experience=60
|
|||
level=2
|
||||
alignment=lawful
|
||||
advanceto=Royal Guard
|
||||
cost=32
|
||||
cost=24
|
||||
usage=fighter
|
||||
unit_description= _ "An experienced soldier will often save enough to equip a suit of scale or chain armor, and a sturdy broadsword. Though trading their spears for swords is often a somewhat jarring change, most spearmen will leap at the chance, knowing all too well the limitations of the weapon they are leaving behind. A sword is not without its own drawbacks, but is much more maneuverable than a spear, and much better in close quarters."
|
||||
get_hit_sound=groan.wav
|
||||
|
|
|
@ -13,7 +13,7 @@ alignment=chaotic
|
|||
advanceto=null
|
||||
{AMLA_TOUGH 3}
|
||||
undead_variation=archer
|
||||
cost=26
|
||||
cost=27
|
||||
usage=archer
|
||||
unit_description= _ "Trappers usually work supplying food for bandits and outlaws. Their hunting experience makes them most valuable at night and in forests and swamps."
|
||||
#Poachers are better than normal units at woods and swamps
|
||||
|
|
|
@ -13,7 +13,7 @@ level=2
|
|||
alignment=chaotic
|
||||
advanceto=Troll Warrior
|
||||
undead_variation=troll
|
||||
cost=32
|
||||
cost=29
|
||||
unit_description= _ "Trolls have been a mote to trouble the thoughts of humanity and dwarf-kind, who remain baffled at the origins of these creatures, and perhaps more importantly, 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: Trolls possess the regeneration ability, which heals them as though they were always stationed in a village."
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Reference in a new issue