Copy-edit on the mainline unit descriptions;

fixes spelling and usage errors, tightens up prose.
This commit is contained in:
Eric S. Raymond 2007-05-19 05:27:36 +00:00
parent 6bde5613ca
commit 670c7163cf
106 changed files with 108 additions and 108 deletions

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{AMLA_TOUGH 3}
cost=10
usage=null
unit_description = _ "Even people happily living in their homes eventually need some kind of transport through the seas, even if only to go fishing or to trade goods. The galleon is perfect for this purpose: it's fast and resilient, but not prepared to fight, and is able to adapt to many different tasks."
unit_description = _ "Galleons are blue-water ships built for trade and transport."
[attack]
name=dummy
type=impact

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@ -14,7 +14,7 @@
{AMLA_TOUGH 3}
cost=15
usage=null
unit_description= _ "Pirate galleons are to transport ships what wolves are to sheep. Ships full of goods shouldn't be lonely, far away from any land, better to help them to avoid it being sunk from overloading..."
unit_description= _ "Pirate galleons are to transport ships what wolves are to sheep. Ships full of goods shouldn't be lonely, far away from any land, better to help them avoid sinking from overloading..."
[attack]
name=ballista
icon=attacks/ballista.png

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undead_variation=drake
cost=100
usage=archer
unit_description= _ "The Armageddon Drakes truely are amongst the toughest of all drakes, they are so incredibly used to living near fire that they've grown to be practically immume to any fire based weapon to the point where a pillow is a more effecient weapon to use than a torch; Their armour is alot like a status symbol just like the armour of his weaker cousin the Inferno Drake, it is made out off extremely tough minerals and rocks at the bottom of magma rivers."
unit_description= _ "The Armageddon Drakes truly are amongst the toughest of all drakes - so accustomed to living near fire as to be nearly immune to any fire based weapon. Their armour, like the armour of their lesser cousins the Inferno Drakes, is fashoned from refractory minerals and rocks found at the bottom of magma rivers."
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/armageddon-defend.png" "units/drakes/armageddon.png" {SOUND_LIST:DRAKE_HIT}}
[movement_anim]

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@ -15,7 +15,7 @@
undead_variation=drake
cost=47
usage=fighter
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."
unit_description= _ "The drakes who master the use of a sword are sworn into a special order. The mark of their initiation is the black-and-white warpaint they display in battle."
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/blademaster-defend.png" "units/drakes/blademaster.png" {SOUND_LIST:DRAKE_HIT} }
[movement_anim]

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@ -15,7 +15,7 @@
undead_variation=drake
cost=21
usage=archer
unit_description= _ "Drake Burners are the few and the proud, who have inherited most truly the strengths of their remote ancestors, especially the ability to breathe fire. This, coupled with their sheer size and clawed hands makes for a dangerous foe in combat."
unit_description= _ "Drake Burners are the proud few in whom the blood and strength of their remote ancestors runs truest, giving them the ability to breathe fire. This, coupled with their sheer size and fearsome claws, makes them deadly foes in combat."
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/burner-defend.png" "units/drakes/burner.png" {SOUND_LIST:DRAKE_HIT} }
[movement_anim]

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@ -19,7 +19,7 @@
cost=19
usage=fighter
profile=portraits/Alex_Jarocha-Ernst/drake-clasher.png
unit_description= _ "A Drake Clasher is incapable of both flight and fire-breathing, and most assume their relegation to melee combat is because of disability - an attempt to garner use from what otherwise would be a liability. It is possible that they have some mild deficiency in those skills, but those who support this theory have failed to consider how uniquely well-suited they are to combat a fellow drake.
unit_description= _ "A Drake Clasher is incapable of either flight and fire-breathing, and most assume their relegation to melee combat is because of disability - an attempt to garner use from what otherwise would be a liability. It is possible that they have some mild deficiency in those skills, but those who support this theory have failed to consider how uniquely well-suited they are to combat a fellow drake.
They are, in fact, the Judicators of the Drake Hierarchy, and though their armament is now largely ceremonial, it is none the less effective. In their encounters with lesser races, they discovered that their natural size and strength were themselves powerful weapons, and when combined with the armament worn by this caste, the resulting warriors lack some of the typical weaknesses of their kind, such as the strong vulnerability to spears and arrows."
die_sound=drake-die.ogg

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@ -21,7 +21,7 @@
cost=40
usage=fighter
profile=portraits/Alex_Jarocha-Ernst/drake-clasher.png
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."
unit_description= _ "The great Drake Enforcers epitomize the raw strength of their kind. Long hours at the forge have equipped them with a bristling array of weaponry, and they are clad them head to toe in shining armor of proof."
die_sound=drake-die.ogg
[death]
[frame]

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@ -14,7 +14,7 @@
undead_variation=drake
cost=35
usage=archer
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."
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."
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/fire-defend.png" "units/drakes/fire.png" {SOUND_LIST:DRAKE_HIT}}
[movement_anim]

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@ -22,7 +22,7 @@
undead_variation=drake
cost=51
usage=mixed fighter
unit_description= _ "It is said that the eldest lines of drakes - the direct descendants of the dragons themselves, have veins which course with fire rather than blood. That they can breathe fire as they do lends credence to this belief, though, for some reason, no one has tried cutting one open to find out.
unit_description= _ "It is said that the eldest lines of drakes - the direct descendants of the dragons themselves - have veins which course with fire rather than blood. That they can breathe fire as they do lends credence to this belief, though, for some reason, no one has tried cutting one open to find out.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
die_sound=drake-die.ogg

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@ -19,7 +19,7 @@
cost=31
usage=fighter
profile=portraits/Alex_Jarocha-Ernst/drake-clasher.png
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."
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 confers offensive capability at the cost of a slight reduction in their defensive abilities."
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/gladiator-defend.png" "units/drakes/gladiator.png" {SOUND_LIST:DRAKE_HIT} }
[death]

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@ -25,7 +25,7 @@
undead_variation=drake
cost=40
usage=scout
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.
unit_description= _ "Masters of the aerial realm, the Hurricane Drakes are the elite among those drakes which are gifted with flight. Soaring high in the air, they can see past most defensive cover and spit fire at their foes with impunity.
Special Notes:"+{SPECIAL_NOTES_MARKSMAN}

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@ -15,7 +15,7 @@
undead_variation=drake
cost=51
usage=archer
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."
unit_description= _ "The flying conflagrations 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."
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/inferno-defend.png" "units/drakes/inferno.png" {SOUND_LIST:DRAKE_HIT} }
[movement_anim]

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@ -24,7 +24,7 @@
undead_variation=drake
cost=30
usage=scout
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.
unit_description= _ "Sky drakes are truly the kings of the sky. The momentum of their terrible stooping dive and and their fire breath combine into a terrible weapon. By attacking from the air, they can spit fire with great precision into positions which would otherwise afford a great defensive advantage to their foes.
Special Notes:"+{SPECIAL_NOTES_MARKSMAN}

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@ -19,7 +19,7 @@
cost=31
usage=fighter
profile=portraits/Alex_Jarocha-Ernst/drake-clasher.png
unit_description= _ "Slashers are clashers who have chosen to master the use of a Halberd instead of carrying a sword and the spear. Their great size allows them to use a weapon of matching scale, large enough to skewer a horse as a man would a boar. Their training has also enhanced their stamina and defensive skills, which is a major advantage over their close cousins the Gladiators.
unit_description= _ "Slashers are Clashers who have chosen to master the use of a halberd instead of carrying a sword and the spear. Their great size allows them to use a weapon of matching scale, large enough to skewer a horse as a man would a boar. Their training has also enhanced their stamina and defensive skills, which is a major advantage over their close cousins the Gladiators.
Special Notes:"+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound=drake-die.ogg

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@ -14,7 +14,7 @@
undead_variation=drake
cost=30
usage=fighter
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."
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 devastating blows, and to withstand punishment in equal measure."
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/warrior-defend.png" "units/drakes/warrior.png" {SOUND_LIST:DRAKE_HIT} }
[movement_anim]

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undead_variation=dwarf
cost=19
usage=fighter
unit_description= _ "The most resilient dwarves sometimes join the Dwarvish army as Guardsmen. Slow and without a strong attack, they guard the Army's flank, soaking up a lot of damage, and hurling heavy spears for defense.
unit_description= _ "The most resilient dwarves sometimes join the Dwarvish army as Guardsmen. Slow and without a strong attack, they guard the Army's flank, hurling heavy spears for defense and frequently soaking up the enemy's most punishing attacks without harm.
Special Notes:"+{SPECIAL_NOTES_STEADFAST}
die_sound={SOUND_LIST:DWARF_DIE}

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@ -15,7 +15,7 @@
undead_variation=dwarf
cost=60
usage=fighter
unit_description= _ "Dwarven magic, inasmuch as is known, most often manifests itself by the inscription of runes in the surface of an object, which by their mere presence somehow imbue it with power. Though rarely seen in combat, a master of these runes can put them to terrifying use."
unit_description= _ "Dwarven magic most often manifests itself by the inscription of runes in the surface of an object, which by their mere presence somehow imbue it with power. Though rarely seen in combat, a master of these runes can put them to terrifying use."
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/dwarves/runemaster-defend.png" "units/dwarves/runemaster.png" {SOUND_LIST:DWARF_HIT} }
[attack]

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

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@ -14,7 +14,7 @@
advanceto=Elvish Shyde
cost=34
usage=healer
unit_description= _ "The magic of the wood elves is poorly suited for combat, but effective nonetheless. The forests in which they live can be quickened by a word of command, and will lash out at those who threaten their peace.
unit_description= _ "The magic of the wood-elves is poorly suited for combat, but effective nonetheless. The forests in which they live can be quickened by a word of command, and will lash out at those who threaten their peace.
Their chief ability lies in healing, and it is for this skill that the elvish druids are revered by their people.

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

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advanceto=Elvish Champion
cost=32
usage=fighter
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."
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, and their skill once acquired does not fade for lack of practice."
die_sound={SOUND_LIST:ELF_HIT}
[attack]
name=sword

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@ -23,7 +23,7 @@
{AMLA_TOUGH 3}
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 others can only be trained to do. Certainly, on those rare occasions when an elf sets his mind to war, the strategy that results is the work of a master.
unit_description= _ "The longevity and natural intelligence of elves make them apt for military matters, enough even to counter their general distaste for such things. Elves remember things much more clearly than humankind, and can often intuit what others can only be trained to do. Certainly, on those rare occasions when an elf sets his mind to war, the strategy that results is the work of a master.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:ELF_HIT}

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undead_variation=mounted
usage=scout
#they are weak against piercing attacks
unit_description= _ "Elvish Outriders are trained as the royal couriers of the elven kingdoms. Despite the peaceful nature of their people, their experience makes them quite deadly in combat. No man has ever come close to their skill in using a bow on horseback - in fact, most would be hard pressed to equal it standing on solid ground.
unit_description= _ "Elvish Outriders are trained as the royal couriers of the elven kingdoms. Despite the peaceful nature of their people, their experience makes them quite deadly in combat. No human has ever come close to their skill in using a bow on horseback - in fact, most would be hard pressed to equal it standing on solid ground.
The speed of these soldiers allows the elves to strike when and where they choose when fighting on their home ground, a fact that has saved many of their number from death."
die_sound=horse-die.ogg

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@ -17,7 +17,7 @@
#mostly like a foot Elf, but they
#aren't good at defending in villages
#they are weak against piercing attacks
unit_description= _ "The master horsemen of the elves are able to move through forests at a speed which would be suicidal to any man. Though this certainly leaves people in awe of the rider, questions have also been raised about the stock of the horses, for the feats they perform seem almost supernatural.
unit_description= _ "The master horsemen of the elves are able to move through forests at a speed which would be suicidal for any human. Awe of the rider is quite justified - but questions have also been raised about the stock of the horses, for the feats they perform seem almost supernatural.
This combination of incredible mobility and potent combat strength is one of the greatest assets the elves possess in warfare."
die_sound=horse-die.ogg

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cost=18
undead_variation=mounted
usage=scout
unit_description= _ "The horsemen of the wood elves have some skill with bow and sword, but their true skill lies in their horsemanship. Even other elves are somewhat taken by their uncanny speed in the woods, and their ability to dart through the thick of the forest with nary a scratch. They are, perhaps, some of the only cavalry in existence that fares better in the woods than on open ground."
unit_description= _ "The horsemen of the wood elves have some skill with bow and sword, but their true skill lies in their horsemanship. Even other elves are impressed by their uncanny speed in the woods, and their ability to dart through the thick of the forest with nary a scratch. They may be the only cavalry in existence that fares better in the woods than on open ground."
die_sound=horse-die.ogg
[defense]
village=60

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advanceto=Elvish Druid,Elvish Sorceress
cost=15
usage=healer
unit_description= _ "Being partly faerie in nature, elves have an inherent capability for magic. This is realized in their affinity with the natural world, which they can call upon as an ally in combat. Enemies wandering in their forests may soon find themselves entangled by the very roots they stand on, making them much less of a threat.
unit_description= _ "Being partly faerie in nature, elves have an inherent capability for magic. This is realized in their affinity with the natural world, which they can call upon as an ally in combat. Enemies wandering in their forests may soon find themselves entangled by roots and hindered by the very ground they stand on.
The healing abilities of the elves are also remarkable, and of capital use in battle.

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

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@ -16,7 +16,7 @@
{AMLA_TOUGH 3}
cost=67
usage=mixed fighter
unit_description= _ "Rarely seen, the sage-like Sylphs are masters of both their faerie and mundane natures. They are possessed of wondrous, and sometimes terrifying powers, the myths about which have given other races a healthy fear of the elves.
unit_description= _ "Rarely seen, the sage-like Sylphs are masters of both their faerie and mundane natures. They are possessed of wondrous, and sometimes terrifying powers. Legends concerning these have given other races a healthy fear of the elves.
Special Notes:"+{SPECIAL_NOTES_SLOW}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}

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undead_variation=mounted
cost=41
usage=scout
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.
unit_description= _ "'Dire wolves' differ from the common variety only in size and color. They typically stand taller than a horse at the shoulder, and have an appetite to match. Only a madman would willingly encounter them; the goblins, at great cost to themselves, have managed to tame and ride them.
The claws of a wolf are not generally regarded as being the more dangerous parts, but on a beast this large, they are thicker and longer than iron nails. Their riders smear a poison on the front set, not unlike that used by the orcish assassins, making a swipe from these beasts' paws into a most deadly stroke.

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{AMLA_TOUGH 3}
cost=13
usage=fighter
unit_description= _ "Goblins are used by the orcs as fodder for their enemy's front line. Those who have somehow managed to survive invariably equip themselves to continue doing so. A much larger spear helps to compensate for their short reach, and better armor helps to shield their tiny frames.
unit_description= _ "Goblins are used by the orcs as skirmishers to disrupt the enemy's battle line. Those who manage to survive their first few battles equip themselves with a long spear to compensate for their short reach, and better armor to guard their diminuitive frames.
Special Notes:"+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound={SOUND_LIST:GOBLIN_DIE}

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undead_variation=mounted
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.
unit_description= _ "The Goblin 'Knights' have little in common with the men who share that title, and the title is bestowed in mockery by 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.
The wolves they are given are bred for speed and strength, making them quite dangerous in combat."
die_sound=wolf-die.wav

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@ -15,7 +15,7 @@
undead_variation=mounted
cost=32
usage=scout
unit_description= _ "Some Goblins train their wolves to overcome their fear of fire. In raids, these goblins take a supporting role; they will torch the homes and crops of their foes, and also carry nets to wreak havoc against those attempting to rally a defense or reprisal.
unit_description= _ "Some Goblins train their wolves to overcome their fear of fire. In raids, these goblins take a supporting role; they will torch the homes and crops of their foes, and also carry nets to wreak havoc against those attempting to rally for defense or reprisal.
Special Notes:"+{SPECIAL_NOTES_SLOW}
die_sound=wolf-die.wav

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{AMLA_TOUGH 3}
cost=13
usage=fighter
unit_description= _ "Standard bearers are an oddity amongst goblins. A goblin who has survived enough battles to be considered a veteran is rare enough, and it is rarer still for the other goblins to recognize and respect his veteran status. Nonetheless, a rouser's frenzied goading effectively steels the younger at arms to fight harder and longer before they die.
unit_description= _ "Standard-bearers are an oddity amongst goblins. A goblin who has survived enough battles to be considered a veteran is rare enough, and it is rarer still for the other goblins to recognize and respect his veteran status. Nonetheless, a rouser's frenzied goading effectively steels the younger at arms to fight harder and longer before they die.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:GOBLIN_DIE}

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advanceto=Goblin Impaler,Goblin Rouser
cost=8
usage=fighter
unit_description= _ "In any litter of orcs, several are born much smaller and weaker than the rest. These runts are called 'Goblins' and are looked down on by the rest of their kin. In battle, these are given the most meager of equipment, and are used as a shield to give the Warlords time to prepare the real assault.
unit_description= _ "In any litter of orcs, several are born much smaller and weaker than the rest. These runts are called 'Goblins' and are looked down on by the rest of their kin. In battle, these are given the most meager of equipment, and are used as a soak-off force to give the Warlords time to prepare the real assault.
Some speculate that the existence of these creatures is the beginning of a failure of the orcish bloodline, though no one knows enough of their history to state anything conclusive."
die_sound={SOUND_LIST:GOBLIN_DIE}

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undead_variation=mounted
cost=37
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."
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 flyers may strike from anywhere."
get_hit_sound={SOUND_LIST:GRYPHON_HIT}
die_sound={SOUND_LIST:GRYPHON_DIE}
[defense]

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

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

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@ -17,7 +17,7 @@
undead_variation=mounted
cost=58
usage=fighter
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.
unit_description= _ "Knights of the highest virtue, Paladins have sworn themselves to semi-monastic vows, 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.
Special Notes:"+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_HEALS}
die_sound=horse-die.ogg

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

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undead_variation=archer
cost=15
usage=archer
unit_description= _ "The use of archery in shooting something other than game was seen from its inception, and archers have been indispensable in warfare since time immemorial. Usually of humble origins, hailing from the peasantry or the odd woodsman, bowmen have reasonable prowess with both a bow and a short sword, and are very common on the battlefield."
unit_description= _ "The use of archery in shooting something other than game was seen from its inception, and archers have been indispensable in warfare since time immemorial. Usually of humble origins, hailing from the peasantry or woodsmen, bowmen are competent with both a bow and a short sword, and are very common on the battlefield."
die_sound={SOUND_LIST:HUMAN_DIE}
[attack]
name=sword

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@ -16,7 +16,7 @@
cost=52
#extra resistance for these units
usage=scout
unit_description= _ "A triumphant sight on the battlefield, cavaliers are masters at the use of both sword and crossbow from horseback. This is fearsome when combined with their mobility, and such mettle is the subject of tale and song."
unit_description= _ "A triumphant sight on the battlefield, cavaliers are masters at the use of both sword and crossbow from horseback. This is fearsome when combined with their mobility, and their exploits are the subject of many a tale and song."
die_sound=horse-die.ogg
[movement_anim]
[frame]

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@ -16,7 +16,7 @@
cost=17
usage=scout
#extra resistance for these units
unit_description= _ "Cavalrymen are distinguished from horsemen by their tactics and equipment. A cavalryman wears heavier armor, and carries a sword and shield, rather than a lance. Their tactics do not include charging, but instead maneuvers like hit and run slashes with their sword, using both horse and rider as an effective tool of melee.
unit_description= _ "Cavalrymen are distinguished from horsemen by their tactics and equipment. A cavalryman wears heavier armor, and carries a sword and shield, rather than a lance. Their tactics do not include charging; instead they maneuver to slash with a sword, using both horse and rider as an effective tool of melee.
Cavalrymen are very useful for taking and holding positions on open ground, for screening friendly soldiers, and also for scoutwork."
die_sound=horse-die.ogg

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advanceto=Master at Arms
cost=32
usage=mixed fighter
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.
unit_description= _ "It is a peculiar custom of Wesnoth's nobility that they typically enroll their sons into one of two orders of armigers, training them either in the art of horsemanship or fencing. Duelists are so named for an unfortunately common practice of young aristocrats, for whom the sting of real or fancied insult can sometimes incite a rash demonstration of their natural right.
Experienced fencers, who often look the part of nobility if not always actually of noble birth, carry with them a small crossbow that is easily concealed under a coat or cape. Slow to load and often thought dishonorable to use, it is in fact very useful, and those of their ranks who live long enough to be veterans typically do so by making such concessions to utility and survival.
Experienced fencers, who often look the part of nobility even if not always actually of noble birth, carry with them a small crossbow that is easily concealed under a coat or cape. Slow to load and often thought dishonorable to use, it is in fact very useful, and those of their ranks who live long enough to be veterans typically do so by making such concessions to utility and survival.
Special Notes:"+{SPECIAL_NOTES_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}

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

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@ -25,7 +25,7 @@
#endif
cost=54
usage=fighter
unit_description= _ "As the leaders of their armies, Generals are responsible for the protection of large or important areas in the kingdoms they swore fealty to. Their training and experience suffice to carry out these orders.
unit_description= _ "As the leaders of their armies, Generals are responsible for the protection of large or important areas in the kingdoms to which they have sworn fealty.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}

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@ -21,7 +21,7 @@
{AMLA_TOUGH 3}
cost=66
usage=fighter
unit_description= _ "The rank of Grand Marshal is one of the most esteemed in the armies of humanity, and those who bear its title have surpassed many trials by fire, proving their tactical facility and their considerable mettle at personal combat.
unit_description= _ "The rank of Grand Marshal is one of the most esteemed in the armies of humanity, and those who bear its title have survived many trials by fire to prove both their leadership ability and their considerable mettle at personal combat.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}

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advanceto=null
{AMLA_TOUGH 3}
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.
unit_description= _ "Iron Maulers are given their name for reasons which are all too obvious to their foes. 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."
die_sound={SOUND_LIST:HUMAN_DIE}

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undead_variation=archer
cost=26
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."
unit_description= _ "Longbows are fearsome weapons, but too difficult for beginning archers to wield. It takes great strength to draw one, and the added range and power it confers remain useless unless one has good aim with the weapon. Longbowmen carry their weapons as a badge of pride, and most bowmen look forward to the day they can begin using one."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-loyalists/longbowman-sword-defend.png" "units/human-loyalists/longbowman-sword.png" {SOUND_LIST:HUMAN_HIT} melee}
{DEFENSE_ANIM_RANGE "units/human-loyalists/longbowman-bow-defend.png" "units/human-loyalists/longbowman-bow.png" {SOUND_LIST:HUMAN_HIT} ranged}

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undead_variation=archer
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."
unit_description= _ "Master bowmen have reached the zenith of their art, inasmuch as any human 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."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-loyalists/masterbowman-sword-defend.png" "units/human-loyalists/masterbowman-sword.png" {SOUND_LIST:HUMAN_HIT} melee}
{DEFENSE_ANIM_RANGE "units/human-loyalists/masterbowman-bow-defend.png" "units/human-loyalists/masterbowman-bow.png" {SOUND_LIST:HUMAN_HIT} ranged}

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@ -14,7 +14,7 @@
{AMLA_TOUGH 3}
cost=44
usage=mixed fighter
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.
unit_description= _ "Master fencers have an envied place in life. Though the journey to their station was a dangerous way of life, they have reached the time wherein they reap its rewards. Famed for their skill and dashing manner, these gentlemen have the bearing of natural aristocrats, and are followed by the eyes of many a high born lady.
They usually have the luxury of choosing their appointments, and are free to roam the land should they so choose. Often, they will be found as the captains of a castle guard, or as the master of a military academy, positions in which their flamboyant nature is not only accepted, but is perhaps even useful.

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advanceto=Halbardier
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.
unit_description= _ "Promising spearmen in the armies of Wesnoth are often graduated to wielding pikes, and are outfitted with something far superior to the motley collection of leather armor they wore as recruits. A pike is a much longer weapon than a spear, and thus facilitates different combat tactics. A wall of pikemen is the bane of any cavalry charge, and with proper discipline and tactics, pikemen can also hold most other infantry at bay.
Special Notes:"+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}

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@ -12,7 +12,7 @@
alignment=lawful
advanceto=Iron Mauler
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 often does the same to 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."
unit_description= _ "Shock troopers are the elite of the heavy infantry, and a significant part of their use in war is to intimidate the enemy. 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 often does the same to 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."
die_sound={SOUND_LIST:HUMAN_DIE}
usage=fighter
{DEFENSE_ANIM "units/human-loyalists/shocktrooper-defend-2.png" "units/human-loyalists/shocktrooper-defend-1.png" {SOUND_LIST:HUMAN_HIT} }

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@ -15,7 +15,7 @@
advanceto=Swordsman,Pikeman,Javelineer
cost=14
usage=fighter
unit_description= _ "Swords are, for many, an expensive luxury, and one which peasants can ill afford. Spears are much easier to make and will do well even without a head, though most can afford one. Clad in leather armor, and often armed with a shield and a few javelins, spearmen are the staple of most armies, often thrown into the front lines with only basic training.
unit_description= _ "Swords are, for many, an expensive luxury, and one which peasants can ill afford. Spears are much easier to make and will do well even without a spearhead, though most can afford one. Clad in leather armor, and often armed with a shield and a few javelins, spearmen are the staple of most armies, often thrown into the front lines with only the most basic training.
Special Notes:"+{SPECIAL_NOTES_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}

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@ -14,7 +14,7 @@
advanceto=Royal Guard
cost=25
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."
unit_description= _ "An experienced soldier will often save enough to equip himseld with a suit of scale or chain armor, and a sturdy broadsword. Though trading their spears for swords can be a 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 more versatile than a spear, and much better in close quarters."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-loyalists/swordsman-defend.png" "units/human-loyalists/swordsman.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]

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@ -14,7 +14,7 @@
advanceto=Arch Mage,Silver Mage
cost=40
usage=mixed fighter
unit_description= _ "Upon the successful termination of their apprenticeship, a mage is stripped of the brown robes of an apprentice, and given the ruddy cloak of a master. The significance of this change is often lost on the peasantry, who mistakenly title Master Magi as 'Red Magi'. Likewise, the symbolism of the change in colors is often mistaken to signify the mage's ability to seemingly conjure fire from nothing but thin air, a trick which, although undeniably useful, is viewed as a crass application of their hard-won knowledge.
unit_description= _ "Upon the successful culmination of their apprenticeship, a mage is stripped of the brown robes of an apprentice and given the ruddy cloak of a master. The significance of this change is often lost on the peasantry, who mistakenly title Master Magi as 'Red Magi'. Likewise, the symbolism of the change in colors is often mistaken to signify the mage's ability to seemingly conjure fire from nothing but thin air, a trick which, although undeniably useful, is viewed by the magi themselves as a crass application of their hard-won knowledge.
Though physically frail, and untrained as warriors, the 'Red Magi' have a number of tricks up their sleeves, including the gouts of fire which may have cemented their colloquial name.

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@ -19,7 +19,7 @@
They have, in fact, their own order amongst the ranks of magi, an order which withholds certain secrets from their peers. One of these is an apparent ability to cross great distances, faster than one could possibly travel on foot. Members of the silver order ardently refuse to discuss the workings of this with any of their fellow magi, and on those rare occasions when others have pried into their work, they have abandoned the endeavor, never to speak of it again.
Silver magi are often more physically adept than other magi, and their skills are of undeniable use on the battlefield, if one can manage to coerce the mage into applying them.
Silver magi are often more physically adept than other magi, and their skills are of undeniable use on the battlefield, if one can manage to induce the mage to apply them.
Special Notes: Silver Magi are well-attuned to their magical natures and are highly resistant to non-physical damage."+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_TELEPORT}
die_sound={SOUND_LIST:HUMAN_DIE}

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usage=healer
unit_description= _ "Some magi, as they learn about the world around them, and learn the truth of the suffering and squalor in which humanity too often lives, find that they cannot bring themselves to be cloistered into a life of study. These men and women give up the life of a mage, and join monastic orders, dedicating the skills they have been given to the good of all. After their ordination, they often travel the world, ministering to sickness and injury.
Though not trained for combat, there is one enemy against which they are a potent ally. If need arises, they can call on the power of the Light to banish the unworldly from the mortal plane.
Though not trained for combat, there is one enemy against which they are a potent ally. If need arises, they can call on the power of the Light to banish undead and spectral beings from the mortal plane.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}
die_sound={SOUND_LIST:HUMAN_DIE}

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{AMLA_TOUGH 3}
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.
unit_description= _ "After years of experience, the most devout of white magi develop vast spiritual powers. By strict devotion to the path of the light, they can call upon its aid to chase away the shadows of the night.
Following a strict code of piety and honor, these men and women work tirelessly to bring life and order to the troubled world in which they live.

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{AMLA_TOUGH 3}
cost=44
usage=fighter
unit_description= _ "The greatest of thieves are sometimes tasked to take far more than their victim's belongings. Masters of knife-fighting and uncannily light on their feet, these menacing figures will employ any means to dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, assassins are somewhat uncomfortable fighting under the open sun.
unit_description= _ "The greatest of thieves are sometimes tasked to take far more than their victim's belongings. Masters of knife-fighting and uncannily light on their feet, these menacing figures will employ any means to dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, assassins are less able fighting under the open sun.
Special Notes:"+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}

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advanceto=Outlaw
cost=14
usage=scout
unit_description= _ "These petty criminals are often derisively called 'footpads' by their superiors, for they are tasked with any job that requires a great deal of running around, often being employed as couriers, or scouts. The endurance and skill on their feet that comes of this serves them well in combat, and despite their pitiable weaponry, they are quite good at harrying their enemies, especially under cover of darkness."
unit_description= _ "These petty criminals are often derisively called 'footpads' by their superiors, for they are tasked with any job that requires a great deal of running around, often being employed as couriers, or scouts. The endurance and agility they gain from this serves them well in combat, and despite their inferior weaponry they are quite good at harrying their enemies, especially under cover of darkness."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-outlaws/footpad-defend.png" "units/human-outlaws/footpad.png" {SOUND_LIST:HUMAN_HIT} }
[attack]

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undead_variation=archer
cost=14
usage=archer
unit_description= _ "Though not trained as warriors, the skills possessed by a hunter, especially those of archery, are useful in battle. Turning these skills against their fellow man can happen for any number of reasons, be they mercenary or vigilante in nature. Any group of bandits will need a few poachers in their employ, culling the night's meal from surrounding farmland, and often lending a hand in any serious fight.
unit_description= _ "Though not trained as warriors, the skills possessed by a hunter (especially those of archery) are useful in battle. Any group of bandits will need a few poachers in their employ, not merely for hunting but for lending a hand in any serious fight.
Because of their experience, these hunters are unusually capable at night, and in forests and swamps."
#Poachers are better than normal units at woods and swamps

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

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advanceto=Bandit
cost=13
usage=fighter
unit_description= _ "Thugs come from a wide variety of sources; while a few are born into thuggery, many are former soldiers deemed unfit to serve in the army or peasants thrown off their lands. They quickly become thugs as a means of sustenance. Regardless of their background, they all share the practice of beating their victims with large clubs."
unit_description= _ "Thugs come from a wide variety of sources; while a few are born into thuggery, many are former soldiers deemed unfit to serve in the army or peasants thrown off their lands. They become thugs as a means of sustenance. Regardless of their background, they all share a penchant for beating their victims with large clubs."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-outlaws/thug-defend.png" "units/human-outlaws/thug.png" {SOUND_LIST:HUMAN_HIT} }
[attack]

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undead_variation=swimmer
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.
unit_description= _ "Mermaid Priestesses pursue 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 in the hands of Priesteses which defeated it and made their people safe. They carry forward that trust to this day.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_ILLUMINATES}
die_sound=mermaid-die.ogg

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

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undead_variation=swimmer
cost=38
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.
unit_description= _ "Among mermen traffic with the Gods is generally left to the mermaids. 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. Their diligence and piety also grant them certain spiritual powers, allowing them to guard their people against undead and spectral beings.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}
die_sound=mermaid-die.ogg

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@ -15,7 +15,7 @@
undead_variation=swimmer
cost=14
usage=fighter
unit_description= _ "Skilled creatures of the sea, Mermen are powerful and quick in any watery environment, but struggle greatly to move on land."
unit_description= _ "Skilled creatures of the sea, Mermen are powerful and quick in any watery environment, but lose most of their mobility on land."
die_sound=mermen-die.ogg
{DEFENSE_ANIM "units/merfolk/fighter-defend.png" "units/merfolk/fighter.png" mermen-hit.wav }
[attack]

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@ -16,7 +16,7 @@
undead_variation=swimmer
cost=43
usage=fighter
unit_description= _ "With their towering shields, the Merman Hoplites form the elite guard of the watery realm. Their powerful armor and rigid discipline allow them to hold a steadfast line 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.
unit_description= _ "With their towering shields, the Merman Hoplites form the elite guard of the watery realm. Their powerful armor and rigid discipline allow them to hold a steadfast line in the maelstrom of battle. In times of desperation, they can even do so on land, though not nearly as well as a creature with legs.
Special Notes:"+{SPECIAL_NOTES_STEADFAST}
die_sound=mermen-die.ogg

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@ -14,7 +14,7 @@
undead_variation=swimmer
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."
unit_description= _ "Archery is little favored by the mermen, for whom javelinry serves a similar function. Though thrown javelins are of little use under the water, they are extremely effective at the surface, where their weight allows them to plunge several feet below the water while retaining enough momentum to reak damage. They are also useful in melee, even deep under the surface, which is something that certainly cannot be said of arrows."
die_sound=mermen-die.ogg
{DEFENSE_ANIM "units/merfolk/spearman-defend.png" "units/merfolk/spearman.png" mermen-hit.wav }
[attack]

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@ -15,7 +15,7 @@
undead_variation=swimmer
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."
unit_description= _ "Tritons are combat masters of the sea. Skilled in use of the trident, Tritons easily defeat any enemy foolish enough to wander into their preferred environment."
die_sound=mermen-die.ogg
{DEFENSE_ANIM "units/merfolk/triton-defend.png" "units/merfolk/triton.png" mermen-hit.wav }
[attack]

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@ -14,7 +14,7 @@
advanceto=null
{AMLA_TOUGH 3}
cost=16
unit_description= _ "Giant Mudcrawlers are a larger kind of Mudcrawler, and are magical constructs of soil and water. They attack by belching lumps of mud at their foes, or by slapping them with their fists."
unit_description= _ "Giant Mudcrawlers are a larger kind of Mudcrawler, and are magical constructs of soil and water. They attack by belching lumps of mud at their foes, or by striking them with their fists."
die_sound=squishy-hit.wav
undead_variation=null
usage=archer

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@ -15,7 +15,7 @@
{AMLA_TOUGH 3}
cost=32
usage=mixed fighter
unit_description= _ "A normal scorpion is dangerous enough - one the size of a man needs little explanation.
unit_description= _ "A normal scorpion is dangerous enough - the deadlliness of one the size of a man need little explanation.
Special Notes:"+{SPECIAL_NOTES_POISON}
die_sound=hiss-big.wav

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@ -17,7 +17,7 @@
{AMLA_TOUGH 3}
cost=12
usage=fighter
unit_description= _ "Tentacles of the Deep are the appendages of some larger monster that lurks below the waves.
unit_description= _ "Tentacles of the Deep are the appendages of some greater monster that lurks below the waves.
Special Notes:"+{SPECIAL_NOTES_REGENERATES}
die_sound=water-blast.wav

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@ -16,7 +16,7 @@
undead_variation=swimmer
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."
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 deadly mobility in water."
die_sound=naga-die.ogg
{DEFENSE_ANIM "units/nagas/myrmidon-defend.png" "units/nagas/myrmidon.png" {SOUND_LIST:NAGA_HIT} }
[defense]

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@ -15,7 +15,7 @@
undead_variation=swimmer
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."
unit_description= _ "The young warriors of the naga aspire to 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 the technique."
die_sound=naga-die.ogg
{DEFENSE_ANIM "units/nagas/warrior-defend.png" "units/nagas/warrior.png" {SOUND_LIST:NAGA_HIT} }
[defense]

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@ -17,7 +17,7 @@
advanceto=Ogre
cost=15
usage=fighter
unit_description= _ "When still young, Ogres are sometimes captured and taken into the army to be trained. They cannot manage weapons skillfully, but that is of little concern given their strength."
unit_description= _ "When still young, Ogres are sometimes captured and taken into armies to be trained. They cannot manage weapons skillfully, but they compensate for that lack with great strength."
die_sound=ogre-die.wav
[attack]
name=cleaver

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@ -15,7 +15,7 @@
undead_variation=archer
cost=14
usage=archer
unit_description= _ "Amongst orcs, bows are seen as a somewhat cowardly weapon; but even orcs, especially those of young age and slight build, are pragmatic enough to use them in spite of this. Orcish archers come miserably equipped, and have no semblance of training. As poorly handled as they may be, though, their weapons are still quite deadly, and the wielders thereof rarely march alone."
unit_description= _ "Amongst orcs, bows are often regarded as a cowardly weapon; but even orcs, especially youths and and those of slight build, are pragmatic enough to use them in spite of this. Orcish archers are seldom well equipped, and have no semblance of training. Even as poorly handled as they are, however, their weapons can still be quite deadly, and the wielders thereof rarely march alone."
die_sound={SOUND_LIST:ORC_SMALL_DIE}
{DEFENSE_ANIM "units/orcs/archer-defend.png" "units/orcs/archer.png" {SOUND_LIST:ORC_SMALL_HIT} }
[death]

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@ -18,7 +18,7 @@
advanceto=Orcish Slayer
cost=17
usage=fighter
unit_description= _ "Though some consider it cowardly to use, poison is a weapon favored by orcs, especially those weak of frame. Orcish assassins, who use it on throwing knives, are typically a bit frail, although surprisingly nimble. Though rarely the ones who deal the killing blow, their tactics are a considerable aid to their larger and more brutal kin.
unit_description= _ "Though some consider it cowardly to use, poison is a weapon favored by orcs, especially those weak of frame. Orcish assassins, who use it on throwing knives, are typically frail by orcish stabdards, although surprisingly nimble. Though rarely the ones who deal the killing blow, their tactics are a considerable aid to their larger and more brutal kin.
Special Notes:"+{SPECIAL_NOTES_POISON}
die_sound={SOUND_LIST:ORC_SMALL_DIE}

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@ -15,7 +15,7 @@
advanceto=Orcish Ruler
cost=20
usage=mixed fighter
unit_description= _ "Orcish Leaders are the chiefs of their tribe. They make the important decisions and lead their people into battle. They carry a bow out of necessity, but are much more skilled with the sword; all in all, they are powerful fighters. Their natural leadership skills make them very precious in battle: if the Leader is lost, so is the battle.
unit_description= _ "Orcish Leaders are the leaders of orcish warrior bands. They carry a bow out of necessity, but are much more skilled with the sword; all in all, they are powerful fighters. Their natural leadership skills make them very precious in battle: if the Leader is lost, so usually is the battle.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:ORC_DIE}

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@ -14,7 +14,7 @@
advanceto=Orcish Sovereign
cost=35
usage=mixed fighter
unit_description= _ "Orcish Rulers are the chiefs of their tribe. They make the important decisions and lead their people into battle. They carry a bow out of necessity, but are much more skilled with the sword; all in all, they are powerful fighters. Their natural leadership skills make them very precious in battle: if the Ruler is lost, so is the battle.
unit_description= _ "Orcish Rulers are the chieftains of their tribes. They make the important decisions and lead their people into battle. They carry a bow out of necessity, but are much more skilled with the sword; all in all, they are powerful fighters. Their natural leadership skills make them very precious in battle: if the Ruler is lost, so usually is the battle.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:ORC_DIE}

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@ -18,7 +18,7 @@
{AMLA_TOUGH 3}
cost=33
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 weapon of choice, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy.
unit_description= _ "The larger or more skilled orcish assassins are called 'Slayers' by their enemies. Slayers are fast on their feet, and quite nimble in combat, although they achieve that end by forgoing armor. Their weapon of choice, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy.
Special Notes:"+{SPECIAL_NOTES_POISON}
die_sound={SOUND_LIST:ORC_DIE}

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@ -15,7 +15,7 @@
{AMLA_TOUGH 3}
cost=50
usage=mixed fighter
unit_description= _ "Orcish Sovereigns are the chiefs of their tribe. They make the important decisions and lead their people into battle. They carry a bow out of necessity, but are much more skilled with the sword; all in all, they are powerful fighters. Their natural leadership skills make them very precious in battle: if the Sovereign is lost, so is the battle.
unit_description= _ "Orcish Sovereigns are the chieftains of the largest and most powerful tribes. They make the important decisions and lead their people into battle. They carry a bow out of necessity, but are much more skilled with the sword; all in all, they are powerful fighters. Their natural leadership skills make them very precious in battle: if the Sovereign is lost, so usually is the battle.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
die_sound={SOUND_LIST:ORC_DIE}

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@ -15,7 +15,7 @@
undead_variation=saurian
cost=30
usage=scout
unit_description= _ "Saurians are light on their feet, and considerably good at navigating terrain that confounds their enemies. When this is combined with experience, strength, and equipment, one of their warriors can become particularly threatening in battle, largely because they are so much more difficult to confine than other foes. Even in armor, saurian warriors can take advantage of the smallest gap in an enemy line, and have the prowess to make the enemy regret the mistake.
unit_description= _ "Saurians are light on their feet, and able at navigating terrain that often confounds their enemies. When this is combined with experience, strength, and equipment, one of their warriors can become particularly threatening in battle, largely because they are so much more difficult to confine than other foes. Even in armor, saurian warriors can take advantage of the smallest gap in an enemy line, and have the prowess to make the enemy regret tactical mistakes.
Special Notes:"+{SPECIAL_NOTES_SKIRMISHER}
die_sound=hiss-die.wav

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@ -17,7 +17,7 @@
undead_variation=saurian
cost=16
usage=healer
unit_description= _ "Saurians have some ability in what men call magic, but one which reeks of augury and all the unpleasantry of witchcraft. As little as it may be understood, it is well-regarded with fear by those it is used against.
unit_description= _ "Saurians have some ability in what men call magic, but one which reeks of augury and all the unpleasantry of dark shamanism. As little as it may be understood, it is rightly regarded with fear by those against whom it is used.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS}
die_sound=hiss-die.wav

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@ -17,7 +17,7 @@
undead_variation=saurian
cost=27
usage=archer
unit_description= _ "Certain saurians are seen, dressed in considerable regalia, and covered head to toe in horrifing, esoteric shapes and markings, both with paint and tattoo. Some suspect them to be visionaries, or oracles amongst their ilk. But whatever 'societal' function they may have, they are undeniably powerful in the strange magics their kind possess, and are a thing to be wary of if ever seen.
unit_description= _ "Certain saurians are seen dressed in arcane regalia and covered head to toe in horrifing, esoteric shapes and markings, both with paint and tattoo. Some suspect them to be visionaries, or oracles amongst their ilk. But whatever 'societal' function they may have, they are undeniably powerful in the strange magics their kind possess, and are beings to be wary of if ever seen.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS}
die_sound=hiss-die.wav

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@ -14,7 +14,7 @@
advanceto=Troll Warrior
undead_variation=troll
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.
unit_description= _ "Trolls have long trouble the thoughts of humanity and dwarf-kind. Sages remain baffled at the origins of these creatures and the driving force behind their unnatural vitality and strength. A fully-grown troll towers above a man, and, even unarmed, would be a great threat in combat. The large clubs typically favored in fighting act as extensions of their arms, used for the same purpose of mauling their prey into submission.
Special Notes:"+{SPECIAL_NOTES_REGENERATES}
die_sound=troll-die.wav

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@ -14,7 +14,7 @@
advanceto=Great Troll
undead_variation=troll
cost=30
unit_description= _ "Some trolls are born with an undue share of the strength and vitality that characterizes their race. In a society where might makes right, those of their ilk revere them as heroes.
unit_description= _ "Some trolls are born with an exceptional share of the strength and vitality that characterizes their race. In a society where might makes right, those of their ilk revere them as heroes.
Special Notes:"+{SPECIAL_NOTES_REGENERATES}
die_sound=troll-die.wav

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@ -16,7 +16,7 @@
undead_variation=troll
cost=42
usage=fighter
unit_description= _ "Trolls typically neither need nor prefer to use any proper armament in combat, as large 'sticks and stones' serve them all too well. However, trolls have been seen on numerous occasions clad in rough-shod armor and bearing metal hammers. It is speculated that their typical orcish allies are the source and often crafters of these, as expeditions into several forcibly-vacated troll holes have shown little evidence of tool use, and certainly no metalworking of any kind. Given how dangerous a troll is in combat, the thought of a troll in full armor is entirely unsettling.
unit_description= _ "Trolls typically neither need nor prefer to use any proper armament in combat, as large 'sticks and stones' serve them all too well. However, trolls have been seen on numerous occasions clad in rough-shod armor and bearing metal hammers. It is speculated that orcish allies are the source and crafters of these; expeditions into several forcibly-vacated troll holes have shown little evidence of tool use, and certainly no metalworking of any kind. Given how dangerous a troll is in combat, the thought of a troll in full armor is entirely unsettling.
Special Notes:"+{SPECIAL_NOTES_REGENERATES}
die_sound=troll-big-die.wav

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@ -15,7 +15,7 @@
undead_variation=troll
cost=13
usage=fighter
unit_description= _ "Describing a troll as a whelp is something of an oxymoron, given that their bodies are already much hardier than that of a grown man. They are clumsy and not yet capable of walking properly, forced instead to shamble about on all fours, but any inhibition this causes them is more than made up for by the raw strength of their race.
unit_description= _ "Describing a troll as a whelp is something of an oxymoron, given that their bodies are already much hardier than that of a grown man. They are clumsy and not yet capable of walking properly, forced instead to shamble about on all fours, but any difficulty this causes them is more than made up for by the raw strength of their race.
Special Notes:"+{SPECIAL_NOTES_REGENERATES}
die_sound=troll-die.wav

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@ -14,7 +14,7 @@
{AMLA_TOUGH 3}
cost=21
usage=scout
unit_description= _ "Blood Bats are fast and can drain the blood of those they attack, thereby gaining some of the health lost by their victims. Such is their fury that the fur of these undead flying beasts is tainted red with the blood of their victims.
unit_description= _ "Blood Bats are fast and can drain the blood of those they attack, thereby gaining some of the health lost by their victims. Such is their fury that the pelts of these undead flying beasts are often tainted red with the blood of their victims.
Special Notes:"+{SPECIAL_NOTES_DRAIN}
{DEFENSE_ANIM "units/undead/bloodbat-defend.png" "units/undead/bloodbat.png" groan.wav }

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@ -14,9 +14,9 @@
advanceto=Necrophage
cost=16
usage=fighter
unit_description= _ "Only those with an ungainful knowledge of necromancy know what must be done to turn a person into a ghoul, and it is a secret they are not telling. Whatever unspeakable rites they have performed, the result is a beast that knows nothing of its days as a human being, a creature that shambles about as naked as the day it was born, and gorges itself on the flesh of the dead.
unit_description= _ "Only those with an dreadful knowledge of necromancy know what must be done to turn a person into a ghoul, and it is a secret they are not telling. Whatever unspeakable rites they have performed, the result is a beast that knows nothing of its days as a human being, a creature that shambles about as naked as the day it was born, and gorges itself on the flesh of the dead.
It is because of such things that necromancy is condemned with an almost primal hatred.
It is because of such things that necromancy is condemned with an almost primal hatred in all civilized lands.
Special Notes:"+{SPECIAL_NOTES_POISON}
die_sound=ghoul-hit.wav

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@ -14,7 +14,7 @@
{AMLA_TOUGH 3}
cost=100
usage=mixed fighter
unit_description= _ "A being of this order is a herald of ages long past. Anyone who encounters an Ancient Lich likely has far worse things to worry about than death.
unit_description= _ "A being of this order is a revenant of ages long past. Anyone who encounters an Ancient Lich likely has far worse things to worry about than death.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_DRAIN}
die_sound=lich-die.ogg

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@ -13,7 +13,7 @@
advanceto=Lich,Necromancer
cost=32
usage=mixed fighter
unit_description= _ "The dread inspired by black magic comes chiefly from how little is known about it by the common man. Dark sorcerers have begun to unlock the secrets of life and death, and it is trivial to turn this knowledge towards violent ends.
unit_description= _ "The dread inspired by black magic comes chiefly from how little is known about it by the common man. Dark sorcerers have begun to unlock the secrets of life and death, and it is all too easy to turn this knowledge towards violent ends.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}
die_sound={SOUND_LIST:HUMAN_DIE}

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@ -19,7 +19,7 @@
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.
It is not known, save perhaps by the inner circles of necromancy, whether life is prolonged indefinitely or simply extended. But to even consider such a thing bears tribute to the magnitude of what they have already achieved.
It is not known, save perhaps by the inner circles of necromancy, whether life is prolonged indefinitely or simply extended. But the fact that this question can be raised testifies to the magnitude of what these dark adepts have already achieved.
Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_DRAIN}
die_sound=lich-die.ogg

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@ -14,7 +14,7 @@
{AMLA_TOUGH 3}
cost=50
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 discovery alone caused humanity's condemnation of black magic, for the nightmarish things it has made real have given fear a vast new arsenal.
unit_description= _ "One of the pinnacles of what is considered 'black magic' is the art of necromancy, the terrible ability to awaken the dead with false life. This discovery alone caused humanity's condemnation of black magic, for the nightmarish things it has made real have given fear a vast new arsenal.
This ability, in all aspects, is the first step towards cheating death of its ultimate prize.

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@ -12,7 +12,7 @@
alignment=chaotic
advanceto=Soul Shooter
cost=26
unit_description= _ "Of a dark sorcerer'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. It follows that they are dubbed simply 'Bone-Shooters' by their unfortunate enemies.
unit_description= _ "Of a dark sorcerer's creations, some take more strongly to the false life given them. The potency of their un-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. It follows that they are dubbed simply 'Bone-Shooters' by their unfortunate enemies.
Special Notes:"+{SPECIAL_NOTES_SUBMERGE}
usage=archer

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@ -21,7 +21,7 @@
{AMLA_TOUGH 3}
cost=45
usage=fighter
unit_description= _ "Tales are told of the mightiest warriors and generals, who, cursed with hate and a sense of betrayal, came back to this world as Death Knights. Wielding the same weapons as they did before, they command the Undead in their quest for revenge.
unit_description= _ "Tales are told of the mightiest warriors and generals, who, cursed with hate and stung by betrayal, have come back to this world as Death Knights. Wielding the same weapons as in life, they command the Undead in their quest for revenge.
Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
die_sound=lich-die.ogg

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@ -14,7 +14,7 @@
{AMLA_TOUGH 3}
cost=28
usage=fighter
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.
unit_description= _ "In life, the abominations known as 'Deathblades' were masters of combat, soldiers who were both lithe and deadly. Their new masters, recognizing this, outfit 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.
Special Notes:"+{SPECIAL_NOTES_SUBMERGE}
die_sound=skeleton-big-die.ogg

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@ -14,7 +14,7 @@
{AMLA_TOUGH 3}
cost=50
usage=fighter
unit_description= _ "There is little left, in these towering ruins, of the men they once were. Warriors at heart, they are now lost in the dream of unlife; wandering through the battles of their memory and fighting desperately for release, for a peace bought only by strength of arms. And so they do struggle; both unthinking, and unrelenting.
unit_description= _ "There is little left, in these towering ruins, of the men they once were. Warriors at heart, they are now lost in the dream of unlife; wandering through the battles of their memory and fighting desperately for release, for a peace bought only by strength of arms. And so they struggle; both unthinking, and unrelenting.
Special Notes:"+{SPECIAL_NOTES_SUBMERGE}
die_sound=skeleton-big-die.ogg

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@ -14,7 +14,7 @@
advanceto=null
{AMLA_TOUGH 3}
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 their empty and incoherent existence.
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 their empty and tortured existence.
Special Notes:"+{SPECIAL_NOTES_SUBMERGE}
usage=archer

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