Move all core units to the new special notes system

This commit is contained in:
Celtic Minstrel 2019-09-01 23:05:58 -04:00 committed by Celtic Minstrel
parent 15f431785a
commit c0210efb6d
151 changed files with 396 additions and 154 deletions

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@ -15,7 +15,8 @@
advances_to=Dread Bat
cost=21
usage=scout
description= _ "Blood Bats are so named because of their ruddy hue, which some mark as a symbol of their preferred diet. These creatures are fast and can drain the blood of those they attack, thereby gaining some of the health lost by their victims."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}
description= _ "Blood Bats are so named because of their ruddy hue, which some mark as a symbol of their preferred diet. These creatures are fast and can drain the blood of those they attack, thereby gaining some of the health lost by their victims."
{NOTE_DRAIN}
die_sound=bat-flapping.wav
[resistance]

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@ -16,7 +16,8 @@
{AMLA_DEFAULT}
cost=34
usage=scout
description= _ "The most vicious, predatory, and successful of the Blood Bats become Dread Bats, gaining the ability to drain not merely the blood but the very life energy of their victims."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}
description= _ "The most vicious, predatory, and successful of the Blood Bats become Dread Bats, gaining the ability to drain not merely the blood but the very life energy of their victims."
{NOTE_DRAIN}
die_sound=bat-flapping.wav
[resistance]

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@ -16,7 +16,8 @@
advances_to=Blood Bat
cost=13
usage=scout
description= _ "Vampire bats are flying beasts that feed on the blood of other creatures. While their fangs are not very powerful, the health of victims is drained away along with their blood, and given to the Bats."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}
description= _ "Vampire bats are flying beasts that feed on the blood of other creatures. While their fangs are not very powerful, the health of victims is drained away along with their blood, and given to the Bats."
{NOTE_DRAIN}
die_sound=bat-flapping.wav
[resistance]

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@ -14,7 +14,8 @@
cost=31
usage=fighter
profile=portraits/drakes/warden.png
description= _ "Arbiters take their caste duty of enforcing order very seriously. In order to better execute their duties, they have abandoned the drakes traditional hand-mounted claws and traded their spears for the spike and blade of the halberd. In their minds, the loss of maneuverability is a fair price for the raw heft the massive metal head provides. The thick plate these drakes wear protects them well against weapons that could slip between their scales."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
description= _ "Arbiters take their caste duty of enforcing order very seriously. In order to better execute their duties, they have abandoned the drakes traditional hand-mounted claws and traded their spears for the spike and blade of the halberd. In their minds, the loss of maneuverability is a fair price for the raw heft the massive metal head provides. The thick plate these drakes wear protects them well against weapons that could slip between their scales."
{NOTE_FIRSTSTRIKE}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/arbiter-defend-2.png" "units/drakes/arbiter-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
# [death]

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#wmllint: general spellings clasher Clasher clashers Clashers
description= _ "The Clashers are members of a unique caste among the drakes. Their thick armor, while compensating for the drakes natural weakness against spears and arrows, is so heavy and restricting that they are not able to fly or muster enough breath to use their inner fire. They have embraced this handicap, completely encasing their wings to emphasize that they do not need flight to triumph in battle.
This is also the only caste that is allowed to break taboo and fight with spears in addition to the drakes traditional metal claws, which makes them particularly good at ""resolving"" territorial disputes with other drakes and enforcing the laws of their tribe."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
This is also the only caste that is allowed to break taboo and fight with spears in addition to the drakes traditional metal claws, which makes them particularly good at ""resolving"" territorial disputes with other drakes and enforcing the laws of their tribe."
{NOTE_FIRSTSTRIKE}
die_sound=drake-die.ogg
[attack]
name=war talon

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@ -15,7 +15,8 @@
{AMLA_DEFAULT}
cost=51
usage=mixed fighter
description= _ "Flamehearts lack the strength to defeat other high-ranking drakes in single combat, but prefer in any case to avoid confrontation within the tribe. Experience has taught any drake of this stature the extent of his authority: where he can push those he leads and when it is best to leave them to their own devices. Only occasionally will a Flameheart challenge his tribes leader for supremacy, and only if he is sure of the support of his fellow drakes."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "Flamehearts lack the strength to defeat other high-ranking drakes in single combat, but prefer in any case to avoid confrontation within the tribe. Experience has taught any drake of this stature the extent of his authority: where he can push those he leads and when it is best to leave them to their own devices. Only occasionally will a Flameheart challenge his tribes leader for supremacy, and only if he is sure of the support of his fellow drakes."
{NOTE_LEADERSHIP}
die_sound=drake-die.ogg
{LEADING_ANIM "units/drakes/flameheart-lead-2.png" "units/drakes/flameheart-lead-1.png" 39,-29}
{DEFENSE_ANIM "units/drakes/flameheart-defend-2.png" "units/drakes/flameheart-defend-1.png" {SOUND_LIST:DRAKE_HIT} }

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@ -14,7 +14,8 @@
advances_to=Drake Flameheart
cost=35
usage=mixed fighter
description= _ "Respected for the heat of their flame and revered for their charisma, Flares aspire to become great leaders of their people, both in war and in peace. Though a small isolated tribe will sometimes accept a Flare as a leader, they are more often seen leading small war parties or mediating disputes with a subtle hand."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "Respected for the heat of their flame and revered for their charisma, Flares aspire to become great leaders of their people, both in war and in peace. Though a small isolated tribe will sometimes accept a Flare as a leader, they are more often seen leading small war parties or mediating disputes with a subtle hand."
{NOTE_LEADERSHIP}
die_sound=drake-die.ogg
{LEADING_ANIM "units/drakes/flare-lead-2.png" "units/drakes/flare-lead-1.png" 37,-19}
{DEFENSE_ANIM "units/drakes/flare-defend-2.png" "units/drakes/flare-defend-1.png" {SOUND_LIST:DRAKE_HIT} }

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@ -17,7 +17,8 @@
description= _ "Many drakes enjoy the flow of air over scales, leading them to don the light robes of the Glider caste. The long forays to the far reaches of the tribal territory are their passion, though other drakes often wonder what could lead someone to take on the drudgery of hunting when more glory could be found on the battlefield.
Most often, Gliders hunt larger game like deer, swine, or dolphins; the drakes ancestral ability to aim fire, hampered in other castes by armor, is invaluable for flushing and herding the quarry without harming it. If a Glider is called to the battlefield, he prefers to harass the enemy from a distance and if all else fails, he will fight with his feet, keeping his precious wings as far from the enemy as possible."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
Most often, Gliders hunt larger game like deer, swine, or dolphins; the drakes ancestral ability to aim fire, hampered in other castes by armor, is invaluable for flushing and herding the quarry without harming it. If a Glider is called to the battlefield, he prefers to harass the enemy from a distance and if all else fails, he will fight with his feet, keeping his precious wings as far from the enemy as possible."
{NOTE_MARKSMAN}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/glider-defend-2.png" "units/drakes/glider-defend-1.png" {SOUND_LIST:DRAKE_HIT} }

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@ -15,7 +15,8 @@
{AMLA_DEFAULT}
cost=43
usage=scout
description= _ "Hurricane Drakes have moved above the menial hunting and gathering to which the lower members of their caste are relegated. They are an integral part of the drakes military, scouting ahead of the main forces, carrying messages across the battlefield, and falling upon the enemy where its least expected. Being allowed—grudgingly—to train with the newcomers from other castes has increased their skill in combat, but their greatest strength still lies in their speed and flight."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
description= _ "Hurricane Drakes have moved above the menial hunting and gathering to which the lower members of their caste are relegated. They are an integral part of the drakes military, scouting ahead of the main forces, carrying messages across the battlefield, and falling upon the enemy where its least expected. Being allowed—grudgingly—to train with the newcomers from other castes has increased their skill in combat, but their greatest strength still lies in their speed and flight."
{NOTE_MARKSMAN}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/hurricane-defend-2.png" "units/drakes/hurricane-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
[recruit_anim]

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@ -14,7 +14,8 @@
advances_to=Hurricane Drake
cost=30
usage=scout
description= _ "The lightweight ceramic armor that the Sky Drakes wear is a symbol of their rank, glazed silver to honor their connection to the air. As leaders of the hunt, they are often away from their homes for long periods of time. Each tries to bring as much game home as possible, competing to gain the respect of their tribe and, just possibly, time with one of the closely-guarded drake females."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
description= _ "The lightweight ceramic armor that the Sky Drakes wear is a symbol of their rank, glazed silver to honor their connection to the air. As leaders of the hunt, they are often away from their homes for long periods of time. Each tries to bring as much game home as possible, competing to gain the respect of their tribe and, just possibly, time with one of the closely-guarded drake females."
{NOTE_MARKSMAN}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/sky-defend-2.png" "units/drakes/sky-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
[recruit_anim]

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@ -15,7 +15,8 @@
cost=46
usage=fighter
profile=portraits/drakes/warden.png
description= _ "Wardens are set apart from the rest of the Clasher caste by two things: their ornate helms, modeled after their dragon ancestors, and the care with which they drape their armored wings in brightly colored cloth before reporting for duty. Though this mode of dress stems from the pride they feel for their role in drake society, it is far from ceremonial. Their cumbersome bronze plate is the strongest work from the Drake forges, and their halberds can cleave a human in half."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
description= _ "Wardens are set apart from the rest of the Clasher caste by two things: their ornate helms, modeled after their dragon ancestors, and the care with which they drape their armored wings in brightly colored cloth before reporting for duty. Though this mode of dress stems from the pride they feel for their role in drake society, it is far from ceremonial. Their cumbersome bronze plate is the strongest work from the Drake forges, and their halberds can cleave a human in half."
{NOTE_FIRSTSTRIKE}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/warden-defend-2.png" "units/drakes/warden-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
[resistance]

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@ -18,7 +18,9 @@
[abilities]
{ABILITY_REGENERATES}
[/abilities]
description= _ "To the Dunefolk, alchemy is less a form of philosophy or science, and more of an extension of the phytology that is practiced by herbalists. However, in contrast to their brethrens focus on herbs for medicine and healing, Alchemists utilize various plants and naturally occurring venoms to concoct potent poisons. Though useful for weakening tough enemies, the Alchemists art is viewed warily by other Dunefolk, for it is often employed for espionage and assassination. Nevertheless, almost every caravan will contain at least one Alchemist for precisely this reason — the political advantage from the threat of nearly untraceable poisons is not to be underestimated."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_REGENERATES}
description= _ "To the Dunefolk, alchemy is less a form of philosophy or science, and more of an extension of the phytology that is practiced by herbalists. However, in contrast to their brethrens focus on herbs for medicine and healing, Alchemists utilize various plants and naturally occurring venoms to concoct potent poisons. Though useful for weakening tough enemies, the Alchemists art is viewed warily by other Dunefolk, for it is often employed for espionage and assassination. Nevertheless, almost every caravan will contain at least one Alchemist for precisely this reason — the political advantage from the threat of nearly untraceable poisons is not to be underestimated."
{NOTE_POISON}
{NOTE_REGENERATES}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/alchemist.png" "units/dunefolk/alchemist.png" {SOUND_LIST:HUMAN_HIT} }

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@ -18,7 +18,9 @@
advances_to=Dune Luminary
cost=33
usage=fighter
description= _ "Even in the absence of battle, infection and injury are common plights in the harsh desert sands. Dunefolk healers, in particular, require vast knowledge of herbs and medicine in comparison with healers of other races; the lack of magic combined with the meager plantlife in the desert results in great difficulty in treating the plethora of ailments and poisons that plague the dune peoples. Apothecaries are typically more knowledgeable and well-traveled compared to their less experienced brethren, but the title is usually applied to those who undertake the complex task of tending to valuable medicinal plants. The Dunefolk have no means of healing without the necessary materials, and thus Apothecaries possess a special role in supporting the remedial arts of their kind."+{SPECIAL_NOTES}+{SPECIAL_NOTES_EXTRA_HEAL}+{SPECIAL_NOTES_REGENERATES}
description= _ "Even in the absence of battle, infection and injury are common plights in the harsh desert sands. Dunefolk healers, in particular, require vast knowledge of herbs and medicine in comparison with healers of other races; the lack of magic combined with the meager plantlife in the desert results in great difficulty in treating the plethora of ailments and poisons that plague the dune peoples. Apothecaries are typically more knowledgeable and well-traveled compared to their less experienced brethren, but the title is usually applied to those who undertake the complex task of tending to valuable medicinal plants. The Dunefolk have no means of healing without the necessary materials, and thus Apothecaries possess a special role in supporting the remedial arts of their kind."
{NOTE_EXTRA_HEAL}
{NOTE_SELF_HEAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/apothecary.png" "units/dunefolk/apothecary.png" {SOUND_LIST:HUMAN_HIT} }

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@ -21,7 +21,8 @@
usage=fighter
description= _ "Dunefolk swordsmen are known for playing a game called the Laeqad Challenge, in which Laeqads—thick, sturdy reeds that are several sword-lengths in height—are hurled at them like javelins and they attempt to split the reed length-wise in midair. The trick to the game is that the reed is not circularly symmetric: most of the stalk is quite hard, but there is a thin line across the cross section that is softer and easier to cut. For even an experienced swordsman, splitting an entire Laeqad down its length would be an extraordinary achievement; most would be hard-pressed to cut even a single sword length, given the precise aim required to line up the blade with the reeds soft spot. For a Blademaster, however, splitting several Laeqads in quick succession is quite ordinary, and some are even able to cut through two or three reeds simultaneously with a single sword swish.
This game has more practical implications in real battles. No matter how elusive or well-armored the fighter, against a Blademaster, it often seems like the defense does not even exist. These warriors are undoubtedly the masters of offensive swordsmanship and are capable of subverting even the strongest fortifications."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
This game has more practical implications in real battles. No matter how elusive or well-armored the fighter, against a Blademaster, it often seems like the defense does not even exist. These warriors are undoubtedly the masters of offensive swordsmanship and are capable of subverting even the strongest fortifications."
{NOTE_MARKSMAN}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/blademaster.png" "units/dunefolk/blademaster.png" {SOUND_LIST:HUMAN_HIT} }

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@ -22,7 +22,8 @@
[abilities]
{ABILITY_LEADERSHIP}
[/abilities]
description= _ "Traditionally hailing from noble or military families, Dune Captains are the core of any Dunefolk platoon. Usually a position filled based on heritage rather than merit, Captains are those who are often relatively weak with the blade, but still reasonably trained in tactics. Unlike other leaders, the Captains abilities lie largely in directing their troops to strategically advantageous positions rather than directly raising their morale. The presence of such a commander is rarely inspiring for most Soldiers, but they are still quick to follow the expert tactical direction of their officers."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "Traditionally hailing from noble or military families, Dune Captains are the core of any Dunefolk platoon. Usually a position filled based on heritage rather than merit, Captains are those who are often relatively weak with the blade, but still reasonably trained in tactics. Unlike other leaders, the Captains abilities lie largely in directing their troops to strategically advantageous positions rather than directly raising their morale. The presence of such a commander is rarely inspiring for most Soldiers, but they are still quick to follow the expert tactical direction of their officers."
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/captain.png" "units/dunefolk/captain.png" {SOUND_LIST:HUMAN_HIT} }

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{AMLA_DEFAULT}
cost=61
usage=fighter
description= _ "Cataphracts are eminent horsemen, riders of mounts that are possessed less of speed or endurance, but tremendous power instead. Bearing a lance along with their signature maces, these warriors are most often the secondary strike force after a primary assault. After enemy forces are already occupied and weakened by a flank of swordsmen, a common and terrifying sight is a group of Cataphracts lining up, lances pitched at the ready. A gap is made amongst the Dunefolk ranks, and in a single charge, these mighty horsemen pierce straight through enemy formations, dealing a lethal blow in a single stroke. Those who try to flee swiftly discover that neither sand nor hills deter these riders in the slightest, and the displaced air of a descending mace is the last sound they hear."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}
description= _ "Cataphracts are eminent horsemen, riders of mounts that are possessed less of speed or endurance, but tremendous power instead. Bearing a lance along with their signature maces, these warriors are most often the secondary strike force after a primary assault. After enemy forces are already occupied and weakened by a flank of swordsmen, a common and terrifying sight is a group of Cataphracts lining up, lances pitched at the ready. A gap is made amongst the Dunefolk ranks, and in a single charge, these mighty horsemen pierce straight through enemy formations, dealing a lethal blow in a single stroke. Those who try to flee swiftly discover that neither sand nor hills deter these riders in the slightest, and the displaced air of a descending mace is the last sound they hear."
{NOTE_CHARGE}
die_sound=horse-die.ogg
{DEFENSE_ANIM "units/dunefolk/cataphract.png" "units/dunefolk/cataphract.png" {SOUND_LIST:HORSE_HIT} }

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[abilities]
{ABILITY_SKIRMISHER}
[/abilities]
description= _ "While Dune Harriers can fulfill a similar role to Striders in hampering enemy forces, their name is actually derived from the harrier falcons they employ to maintain contact with the bulk of a Dunefolk army. Most commonly found operating behind enemy lines, Harriers are usually tasked with providing useful intelligence on enemy troop movements. However, when the time is right, these agile warriors gather together and strike at the rear of weakened supply lines or flanks. A rain of bolas followed by a piercing thrust of spears is often enough to severely cripple the target, allowing the main Dunefolk force to close in and finish the job. The choice to stand and fight is not an easy one either: Harriers are considerably skilled in wielding their spears, and their falcons can provide an extra attack when absolutely necessary."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}+{SPECIAL_NOTES_SLOW}
description= _ "While Dune Harriers can fulfill a similar role to Striders in hampering enemy forces, their name is actually derived from the harrier falcons they employ to maintain contact with the bulk of a Dunefolk army. Most commonly found operating behind enemy lines, Harriers are usually tasked with providing useful intelligence on enemy troop movements. However, when the time is right, these agile warriors gather together and strike at the rear of weakened supply lines or flanks. A rain of bolas followed by a piercing thrust of spears is often enough to severely cripple the target, allowing the main Dunefolk force to close in and finish the job. The choice to stand and fight is not an easy one either: Harriers are considerably skilled in wielding their spears, and their falcons can provide an extra attack when absolutely necessary."
{NOTE_SKIRMISHER}
{NOTE_SLOW}
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "units/dunefolk/harrier.png" "units/dunefolk/harrier.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }

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@ -20,7 +20,9 @@
usage=healer
description= _ "As those responsible for caring for the ill and wounded among the Dunefolk, Herbalists possess both the medicinal skills to heal a variety of afflictions and the skill to seek and gather restorative herbs. Their motivations are many; some look to it as an adventure or as a steady source of pay while others feel it to be a duty to their society. No matter the reason, Herbalists are an invaluable part of Dunefolk society and are especially useful for their ability to administer quick treatments in the midst of battle or while traveling in the desert.
Even among the nomadic Dunefolk, healers journey a great deal in search of the various flora and fauna that supply their work. Hardened by their travels, many of these men are even able to heal themselves."+{SPECIAL_NOTES}+{SPECIAL_NOTES_HEALS}
Even among the nomadic Dunefolk, healers journey a great deal in search of the various flora and fauna that supply their work. Hardened by their travels, many of these men are even able to heal themselves."
{NOTE_HEALS}
{NOTE_SELF_HEAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/herbalist.png" "units/dunefolk/herbalist.png" {SOUND_LIST:HUMAN_HIT} }

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usage=fighter
description= _ "On the surface, it is not entirely clear what distinguishes a Luminary from other healers among the Dunefolk. Certainly, a Luminary may be marginally more knowledgeable, well-traveled, or skilled in combat compared to Herbalists or Apothecaries, but the difference is usually modest at best. Nevertheless, Luminary is a formal title granted to the highest order of Dunefolk healers and grants these men both the greatest esteem and the greatest envy.
There is some speculation that a secret order exists among the Luminaries. These so called Eminents hoard a great deal of forbidden knowledge and advise many Dunefolk leaders from the shadows. Such a thing has never been proven, but the fact remains that some Luminaries seem to hold much more influence than their abilities should afford."{SPECIAL_NOTES}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_REGENERATES}
There is some speculation that a secret order exists among the Luminaries. These so called Eminents hoard a great deal of forbidden knowledge and advise many Dunefolk leaders from the shadows. Such a thing has never been proven, but the fact remains that some Luminaries seem to hold much more influence than their abilities should afford."
{NOTE_CURES}
{NOTE_SELF_HEAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/luminary.png" "units/dunefolk/luminary" {SOUND_LIST:HUMAN_HIT} }

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@ -17,7 +17,8 @@
usage=fighter
description= _ "In many Dunefolk city-states, the process for selecting the next generation of leaders is a long process that takes place over many years. In each generation, a few particularly talented youths among the nobility are trained separately from their peers. Eat, sleep, and train, these warriors learn to live and breathe swordsmanship as their core identity more than even an extension of themselves. From adolescence, ten years of intense training paves the path to the final test, a series of duels to the death between pairs of these fighters. When the dust settles and the process is ended, eight are left remaining. These men are granted the title Kal, or collectively, Kalai.
Among the Dunefolk, while great leaders are required to have mastered the blade, the ruling caste is required to know far more than mere swordplay. Gruelling training is usually followed by either several years of nomadic roving through the deserts or dedication of the mind to the sciences, the purpose of which is to find a self-motivated path toward enlightened wisdom. No matter the case, at the end of the second training period, the remaining Kalai return and demonstrate their knowledge to the elders of the current ruling caste. Those who are found worthy are then called Paragon, warriors of great strength and acuity who may then be considered as candidates to lead the next generation of Dunefolk."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
Among the Dunefolk, while great leaders are required to have mastered the blade, the ruling caste is required to know far more than mere swordplay. Gruelling training is usually followed by either several years of nomadic roving through the deserts or dedication of the mind to the sciences, the purpose of which is to find a self-motivated path toward enlightened wisdom. No matter the case, at the end of the second training period, the remaining Kalai return and demonstrate their knowledge to the elders of the current ruling caste. Those who are found worthy are then called Paragon, warriors of great strength and acuity who may then be considered as candidates to lead the next generation of Dunefolk."
{NOTE_MARKSMAN}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/paragon.png" "units/dunefolk/paragon.png" {SOUND_LIST:HUMAN_HIT} }

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advances_to=Dune Strider
cost=16
usage=mixed fighter
description= _ "Born and raised out on the open sands, Dune Skirmishers are accustomed to the harsh, arid desert heat and inhospitable terrain. Compared to even other Dunefolk, Skirmishers are unnaturally agile on the unstable dunes, allowing them to safeguard their herds and hunt the barrens with ease. When applied to battle, the same agility allows them to both slip through enemy lines and avoid all manner of attack. These skills make Skirmishers effective saboteurs, capable of cutting of escape routes and supply lines, assassinating key units, or pincering an enemy formation into a disadvantageous position."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}
description= _ "Born and raised out on the open sands, Dune Skirmishers are accustomed to the harsh, arid desert heat and inhospitable terrain. Compared to even other Dunefolk, Skirmishers are unnaturally agile on the unstable dunes, allowing them to safeguard their herds and hunt the barrens with ease. When applied to battle, the same agility allows them to both slip through enemy lines and avoid all manner of attack. These skills make Skirmishers effective saboteurs, capable of cutting of escape routes and supply lines, assassinating key units, or pincering an enemy formation into a disadvantageous position."
{NOTE_SKIRMISHER}
{NOTE_FIRSTSTRIKE}
[abilities]
{ABILITY_SKIRMISHER}
[/abilities]

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advances_to=Dune Spearmaster
cost=38
usage=fighter
description= _ "The push and pull of any battle requires varying degrees of offense and defense. The Dunefolk no doubt value offense as the greater of the two and focus their greatest efforts on training skilled swordsmen, but in any band of warriors, a small number of soldiers opt to trade in their sword and instead fulfill the vital duties of the Spearguard. Guarding crucial supply lines and vantage points, Spearguards are most often positioned slightly behind the main line and used as a supporting force or a deterrent to flanking attacks. Though these fighters tend to see less direct combat than their sword-wielding brethren, they are highly skilled with spear and shield and more than capable of repelling most advances."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
description= _ "The push and pull of any battle requires varying degrees of offense and defense. The Dunefolk no doubt value offense as the greater of the two and focus their greatest efforts on training skilled swordsmen, but in any band of warriors, a small number of soldiers opt to trade in their sword and instead fulfill the vital duties of the Spearguard. Guarding crucial supply lines and vantage points, Spearguards are most often positioned slightly behind the main line and used as a supporting force or a deterrent to flanking attacks. Though these fighters tend to see less direct combat than their sword-wielding brethren, they are highly skilled with spear and shield and more than capable of repelling most advances."
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/spearguard.png" "units/dunefolk/spearguard.png" {SOUND_LIST:HUMAN_HIT} }

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@ -16,7 +16,8 @@
usage=fighter
description= _ "Among the Dunefolk armies, the highest prestige goes to the master swordsmen leading every assault. Though honored for their service in battle, those who wield the spear and shield are largely forgotten beyond that: the path of a spearman is to fulfill the least desirable role in combat without glory or recognition. When a Dunefolk assault fails and a retreat must be had, a rank of Spearguards is usually left behind to hold back the counterassault. Though providing a formidable defense, the shield line is inevitably overwhelmed and most of the Spearguards lost to the maw of war. On the off chance that one manages to survive and find his way back to the recuperating army, he is often reprimanded for failing to stand his ground and die with the rest of his unnamed brethren. Nevertheless, after a minor scolding, the warrior is accepted back and carries his hard won experience into the next battle.
It is not a formal title, but Spearmaster is what Spearguards call their companions who manage to return from the usually suicidal defense that the Dunefolk mount to guard their retreats. Hardly a term of praise or distinction, it is still a modicum of recognition for those who were prepared to die as nameless martyrs to protect their brethren."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
It is not a formal title, but Spearmaster is what Spearguards call their companions who manage to return from the usually suicidal defense that the Dunefolk mount to guard their retreats. Hardly a term of praise or distinction, it is still a modicum of recognition for those who were prepared to die as nameless martyrs to protect their brethren."
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/spearmaster.png" "units/dunefolk/spearmaster.png" {SOUND_LIST:HUMAN_HIT} }

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@ -14,7 +14,10 @@
advances_to=Dune Harrier
cost=33
usage=mixed fighter
description= _ "The power of any Dunefolk assault is inhibited by one major drawback: organized Dunefolk forces tend to be rather slow. Because of this, enemy forces often have the ability to regroup and call upon reinforcements, in which case a second assault becomes much more difficult. To combat this, Dune Striders exchange their rudimentary slings with heavy bolas, allowing them to slow retreating lines from the side and prevent a clean escape. The same tactic can be applied in the opposite scenario of a Dunefolk retreat; an advancing army can be hampered, allowing injured Dunefolk warriors time to recuperate. The danger of such a tactic is that despite their elusiveness, Striders are fairly fragile in direct combat and are easily taken down if left exposed."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}+{SPECIAL_NOTES_SLOW}
description= _ "The power of any Dunefolk assault is inhibited by one major drawback: organized Dunefolk forces tend to be rather slow. Because of this, enemy forces often have the ability to regroup and call upon reinforcements, in which case a second assault becomes much more difficult. To combat this, Dune Striders exchange their rudimentary slings with heavy bolas, allowing them to slow retreating lines from the side and prevent a clean escape. The same tactic can be applied in the opposite scenario of a Dunefolk retreat; an advancing army can be hampered, allowing injured Dunefolk warriors time to recuperate. The danger of such a tactic is that despite their elusiveness, Striders are fairly fragile in direct combat and are easily taken down if left exposed."
{NOTE_SKIRMISHER}
{NOTE_SLOW}
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "units/dunefolk/strider.png" "units/dunefolk/strider.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }

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@ -13,7 +13,8 @@
advances_to=Dune Blademaster
cost=38
usage=fighter
description= _ "In a direct clash of large armies, the Dunefolk commonly encounter either densely packed Shield Walls or heavily fortified enemy positions. Striking against these highly organized fronts can be quite challenging; an enemy formation might leave only small, brief gaps between shields and armor, while threatening a counterstrike with a thrust of spears and projectiles. Thus, Dunefolk swordplay places a heavy emphasis on power and more importantly, precision. A warrior might find only one chance to strike at an enemy, but an experienced Dune Swordsman is more than likely to seize the opportunity and make his strike count. Honing in with nearly unnatural accuracy, a contingent of of Swordsmen is enough to crack even the sternest of defenses."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
description= _ "In a direct clash of large armies, the Dunefolk commonly encounter either densely packed Shield Walls or heavily fortified enemy positions. Striking against these highly organized fronts can be quite challenging; an enemy formation might leave only small, brief gaps between shields and armor, while threatening a counterstrike with a thrust of spears and projectiles. Thus, Dunefolk swordplay places a heavy emphasis on power and more importantly, precision. A warrior might find only one chance to strike at an enemy, but an experienced Dune Swordsman is more than likely to seize the opportunity and make his strike count. Honing in with nearly unnatural accuracy, a contingent of of Swordsmen is enough to crack even the sternest of defenses."
{NOTE_MARKSMAN}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/swordsman.png" "units/dunefolk/swordsman.png" {SOUND_LIST:HUMAN_HIT} }

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@ -23,7 +23,8 @@
[abilities]
{ABILITY_LEADERSHIP}
[/abilities]
description= _ "In direct contrast with other Dunefolk commanders, Warmasters focus heavily on rousing their troops and maintaining high morale. These generals are often found at the forefront of battle, leading by example and fighting and bleeding alongside their soldiers. While Warmasters usually leave the finer details of strategy to their Captains, they are certainly capable tacticians as well; many a battle has been won on an inventive or surprise maneuver that is often the creative byproduct of combat experience rather than formal training. Said to be a veteran of a thousand battles, a Warmaster is an expert leader that should never be underestimated."{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "In direct contrast with other Dunefolk commanders, Warmasters focus heavily on rousing their troops and maintaining high morale. These generals are often found at the forefront of battle, leading by example and fighting and bleeding alongside their soldiers. While Warmasters usually leave the finer details of strategy to their Captains, they are certainly capable tacticians as well; many a battle has been won on an inventive or surprise maneuver that is often the creative byproduct of combat experience rather than formal training. Said to be a veteran of a thousand battles, a Warmaster is an expert leader that should never be underestimated."
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/warmaster.png" "units/dunefolk/warmaster.png" {SOUND_LIST:HUMAN_HIT} }

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@ -27,7 +27,8 @@
[/advancefrom]
#endif
{AMLA_DEFAULT}
description= _ "The most powerful of all the runecrafters, the Dwarvish Arcanister destroys wounded enemies almost instantly, and rarely fails to cause a wound when that is his intent. His skill in runecrafting is unrivaled, and the glyphs he carves into his weapons and armor deflect the blows of his enemies."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
description= _ "The most powerful of all the runecrafters, the Dwarvish Arcanister destroys wounded enemies almost instantly, and rarely fails to cause a wound when that is his intent. His skill in runecrafting is unrivaled, and the glyphs he carves into his weapons and armor deflect the blows of his enemies."
{NOTE_MAGICAL}
{DEFENSE_ANIM "units/dwarves/arcanister.png" "units/dwarves/arcanister.png" {SOUND_LIST:DWARF_HIT} }
die_sound={SOUND_LIST:DWARF_DIE}
[attack]

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@ -15,7 +15,8 @@
{AMLA_DEFAULT}
cost=33
usage=fighter
description= _ "Berserkers are a rare caste of Dwarves, who work themselves into a towering rage before combat. These warriors disdain all notion of defense, thinking only of the unrelenting assaults for which they are legendary."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BERSERK}
description= _ "Berserkers are a rare caste of Dwarves, who work themselves into a towering rage before combat. These warriors disdain all notion of defense, thinking only of the unrelenting assaults for which they are legendary."
{NOTE_BERSERK}
die_sound={SOUND_LIST:DWARF_DIE}
[standing_anim]
start_time=0

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@ -14,7 +14,8 @@
advances_to=Dwarvish Stalwart
cost=19
usage=fighter
description= _ "The dwarven race has always been famed for its sturdiness of build, and many of their warriors outfit themselves to take advantage of this. Dwarven guardsmen march into battle with tower shields and spears. Most often, their role is to hold the line, and to take a heavy toll on those who try to break it. As the line marches forward, they act to secure its hard-won advance."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST}
description= _ "The dwarven race has always been famed for its sturdiness of build, and many of their warriors outfit themselves to take advantage of this. Dwarven guardsmen march into battle with tower shields and spears. Most often, their role is to hold the line, and to take a heavy toll on those who try to break it. As the line marches forward, they act to secure its hard-won advance."
{NOTE_STEADFAST}
die_sound={SOUND_LIST:DWARF_DIE}
[defense]
mountains=40

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@ -21,7 +21,8 @@
experience=150
advances_to=null
{AMLA_DEFAULT}
description= _ "Except for those with almost supernatural skill, the highest rank a runecrafter can rise to is that of the Dwarvish Runemaster. Striking blows nearly as powerful as those of the best warriors, they would be fearsome without their craft, but with it they are also nigh on invincible, since their runes cause the physical blows of their enemies to deal less damage than would be expected."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
description= _ "Except for those with almost supernatural skill, the highest rank a runecrafter can rise to is that of the Dwarvish Runemaster. Striking blows nearly as powerful as those of the best warriors, they would be fearsome without their craft, but with it they are also nigh on invincible, since their runes cause the physical blows of their enemies to deal less damage than would be expected."
{NOTE_MAGICAL}
{DEFENSE_ANIM "units/dwarves/runemaster.png" "units/dwarves/runemaster.png" {SOUND_LIST:DWARF_HIT} }
die_sound={SOUND_LIST:DWARF_DIE}
[attack]

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@ -25,7 +25,8 @@
unit=Dwarvish Fighter
[/advancefrom]
#endif
description= _ "Dwarvish runesmiths, now practiced at their craft, carve arcane runes into their weapons and armor. These runes infuse the runesmiths blows with power and accuracy, and disrupt the blows of their enemies, causing them to strike softly, weakly and on the armor of the defender."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
description= _ "Dwarvish runesmiths, now practiced at their craft, carve arcane runes into their weapons and armor. These runes infuse the runesmiths blows with power and accuracy, and disrupt the blows of their enemies, causing them to strike softly, weakly and on the armor of the defender."
{NOTE_MAGICAL}
{DEFENSE_ANIM "units/dwarves/runesmith-defend-2.png" "units/dwarves/runesmith-defend-1.png" {SOUND_LIST:DWARF_HIT} }
die_sound={SOUND_LIST:DWARF_DIE}
[attack]

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@ -16,7 +16,8 @@
{AMLA_DEFAULT}
cost=44
usage=fighter
description= _ "Champions among their fellow troops, the dwarven sentinels form the bulwark of their battle lines. Leading a direct assault against a line that they fortify, is often out of the question; it tends toward being suicidal, rather than merely ineffectual. These dwarves are masters of the melee, and can hold a patch of earth with the single-minded tenacity of an oak."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST}
description= _ "Champions among their fellow troops, the dwarven sentinels form the bulwark of their battle lines. Leading a direct assault against a line that they fortify, is often out of the question; it tends toward being suicidal, rather than merely ineffectual. These dwarves are masters of the melee, and can hold a patch of earth with the single-minded tenacity of an oak."
{NOTE_STEADFAST}
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/dwarves/sentinel-defend-2.png" "units/dwarves/sentinel-defend-1.png" {SOUND_LIST:DWARF_HIT} }
[defense]

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@ -15,7 +15,8 @@
advances_to=Dwarvish Sentinel
cost=32
usage=fighter
description= _ "The wiles of experience and training turn guardsmen into worthy soldiers. These stalwart troops are equipped to match their skills, and can hold their ground against all but the most visceral assault. It is a dangerous thing to lose a foothold to one such as these, for it will not be easily reprised."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST}
description= _ "The wiles of experience and training turn guardsmen into worthy soldiers. These stalwart troops are equipped to match their skills, and can hold their ground against all but the most visceral assault. It is a dangerous thing to lose a foothold to one such as these, for it will not be easily reprised."
{NOTE_STEADFAST}
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/dwarves/stalwart-defend-2.png" "units/dwarves/stalwart-defend-1.png" {SOUND_LIST:DWARF_HIT} }
[defense]

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@ -15,7 +15,8 @@
advances_to=Dwarvish Berserker
cost=19
usage=fighter
description= _ "Dwarves are an ancient race of powerful fighters. Ulfserkers are the most ferocious of these; in battle, they will work themselves into a blind rage wherein they feel neither fear nor pain, and will pay no heed to any wounds they receive."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BERSERK}
description= _ "Dwarves are an ancient race of powerful fighters. Ulfserkers are the most ferocious of these; in battle, they will work themselves into a blind rage wherein they feel neither fear nor pain, and will pay no heed to any wounds they receive."
{NOTE_BERSERK}
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/dwarves/ulfserker-idle-2.png" "units/dwarves/ulfserker-idle-1.png" {SOUND_LIST:DWARF_HIT} }
[defense]

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@ -19,7 +19,8 @@
usage=mixed fighter
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 supply lines and surrounding the enemy in one fell stroke. This has, at times, been interpreted as a form of vengeance for their brethren lost earlier in the battle. While not so base in design, it is not at all inaccurate.
Even more than other elves, Avengers are a part of the realm of the forests, spending most of their time living among the arboreal creatures and learning the hidden secrets in the woods. As the keepers of nature, these elves have the propensity to explore the wilds even beyond the boundaries of the forests and are adept at traversing rough terrains like mountains and deserts. Even in such unfamiliar territories, Avengers are already powerful combatants; in their homes in the trees, they are nigh unassailable, capable of assassinating enemies from the shadows with little chance of retaliation. It is this ability which instills the most fear into any invading army, for fighting a force that can barely be tracked or seen in the forests leaves very little room for counterattack and customarily results in crushing defeat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_AMBUSH}
Even more than other elves, Avengers are a part of the realm of the forests, spending most of their time living among the arboreal creatures and learning the hidden secrets in the woods. As the keepers of nature, these elves have the propensity to explore the wilds even beyond the boundaries of the forests and are adept at traversing rough terrains like mountains and deserts. Even in such unfamiliar territories, Avengers are already powerful combatants; in their homes in the trees, they are nigh unassailable, capable of assassinating enemies from the shadows with little chance of retaliation. It is this ability which instills the most fear into any invading army, for fighting a force that can barely be tracked or seen in the forests leaves very little room for counterattack and customarily results in crushing defeat."
{NOTE_AMBUSH}
die_sound={SOUND_LIST:ELF_HIT}
[movement_costs]
shallow_water=2

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@ -22,7 +22,8 @@
advances_to=Elvish Marshal
cost=32
usage=fighter
description= _ "Elvish captains usually lead patrols and command garrisons that stand guard over the vast forests in elvish territory. Unlike leaders from other races, they are mostly proficient at navigating small skirmishes rather than large-scale battles, and are especially skilled at defensive maneuvering. Captains typically command small units that remain together for extended periods of time, allowing them to personally mentor and befriend their troops. They are often observed to lead through camaraderie and amicability, but still command great respect from their kin."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "Elvish captains usually lead patrols and command garrisons that stand guard over the vast forests in elvish territory. Unlike leaders from other races, they are mostly proficient at navigating small skirmishes rather than large-scale battles, and are especially skilled at defensive maneuvering. Captains typically command small units that remain together for extended periods of time, allowing them to personally mentor and befriend their troops. They are often observed to lead through camaraderie and amicability, but still command great respect from their kin."
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:ELF_HIT}
{DEFENSE_ANIM_RANGE "units/elves-wood/captain-defend.png" "units/elves-wood/captain.png" {SOUND_LIST:ELF_HIT} melee}
{DEFENSE_ANIM_RANGE "units/elves-wood/captain-bow-defend.png" "units/elves-wood/captain-bow.png" {SOUND_LIST:ELF_HIT} ranged }

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@ -18,7 +18,10 @@
usage=healer
description= _ "The magic of the wood-elves is poorly suited for combat, but effective nonetheless. The forests in which they thrive can become quickened by a word of command, and will lash out at those who threaten their peace.
The chief ability of Druids lies in healing, and it is for this skill that they are revered by their people."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_MAGICAL}
The chief ability of Druids lies in healing, and it is for this skill that they are revered by their people."
{NOTE_SLOW}
{NOTE_CURES}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[abilities]
{ABILITY_CURES}

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@ -16,7 +16,10 @@
advances_to=Elvish Sylph
cost=55
usage=mixed fighter
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}+{SPECIAL_NOTES_ARCANE}
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."
{NOTE_MAGICAL}
{NOTE_SLOW}
{NOTE_ARCANE}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[resistance]
arcane=90

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@ -16,7 +16,9 @@
cost=56
usage=fighter
# po: "awesome" is used here in the sense of "causing awe", not in the sense of "very good".
description= _ "The leaders of elvenkind command an instinctive loyalty from their people that rulers of other races can only envy, and earn it with great mindfulness and wisdom. Quiet and contemplative in times of peace, a High Lord in the full of his wrath is an awesome sight indeed."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}
description= _ "The leaders of elvenkind command an instinctive loyalty from their people that rulers of other races can only envy, and earn it with great mindfulness and wisdom. Quiet and contemplative in times of peace, a High Lord in the full of his wrath is an awesome sight indeed."
{NOTE_MAGICAL}
{NOTE_ARCANE}
die_sound={SOUND_LIST:ELF_HIT}
[defend]
start_time=-151

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@ -17,7 +17,9 @@
usage=fighter
description= _ "Succession among the Elvish nobility is a highly structured process determined by a number of stringent constraints. The future leaders of the elves have the difficult task of governing the three-fold aspects of Elvish society: warriors and rangers who defend the forests, peaceable civilians who shy away from combat altogether, and the collective group of healers and mystics who study the art of faerie magic. Being able to reconcile the differences between these factions and effectively lead their people requires considerable personal merit and a deep understanding of all elves, be they warrior, mystic, or pacifist.
Many elves begin training in archery and swordsmanship from a young age, and especially promising adolescent boys of appropriate lineage are selected to study under Enchantresses who have mastered the mystic arts. Since the nature of faerie magic lends itself more to female elves than to male elves, only the most talented learn to temper the volatile way of the faerie and connect themselves to the world of the arcane. Those who prove their personal mettle in swordsmanship and sorcery must then learn to apply their newfound powers wisely, for violent conflict is something never to be taken lightly, and just because a battle can be won does not mean it should be fought in the first place. Reconciling potent combat prowess with diplomatic restraint is difficult for most, but those who can do so are granted the title of Lord and become the next generation of Elvish leadership."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}
Many elves begin training in archery and swordsmanship from a young age, and especially promising adolescent boys of appropriate lineage are selected to study under Enchantresses who have mastered the mystic arts. Since the nature of faerie magic lends itself more to female elves than to male elves, only the most talented learn to temper the volatile way of the faerie and connect themselves to the world of the arcane. Those who prove their personal mettle in swordsmanship and sorcery must then learn to apply their newfound powers wisely, for violent conflict is something never to be taken lightly, and just because a battle can be won does not mean it should be fought in the first place. Reconciling potent combat prowess with diplomatic restraint is difficult for most, but those who can do so are granted the title of Lord and become the next generation of Elvish leadership."
{NOTE_MAGICAL}
{NOTE_ARCANE}
die_sound={SOUND_LIST:ELF_HIT}
{DEFENSE_ANIM_RANGE "units/elves-wood/lord-defend.png" "units/elves-wood/lord.png" {SOUND_LIST:ELF_HIT} melee}
{DEFENSE_ANIM_RANGE "units/elves-wood/lord-magic-defend.png" "units/elves-wood/lord-magic.png" {SOUND_LIST:ELF_HIT} ranged}

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@ -16,7 +16,8 @@
advances_to=Elvish Sharpshooter
cost=37
usage=archer
description= _ "Elves have an intimate connection to the world of faerie, which innately imbues them with a small amount of magic and grants them highly acute senses. This, combined with years of hunting in the deep forests, makes the elves incredibly keen-sighted, a gift which contributes greatly to their mastery of the bow. An elf practiced at archery is capable of hitting a pinhole-sized target from hundreds of paces away and can shoot quickly and precisely enough to split falling branches. Of course, training the body to keep up with the eyes is no easy feat, and realizing this prodigious skill does come with the cost of weakness in close quarters."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
description= _ "Elves have an intimate connection to the world of faerie, which innately imbues them with a small amount of magic and grants them highly acute senses. This, combined with years of hunting in the deep forests, makes the elves incredibly keen-sighted, a gift which contributes greatly to their mastery of the bow. An elf practiced at archery is capable of hitting a pinhole-sized target from hundreds of paces away and can shoot quickly and precisely enough to split falling branches. Of course, training the body to keep up with the eyes is no easy feat, and realizing this prodigious skill does come with the cost of weakness in close quarters."
{NOTE_MARKSMAN}
die_sound={SOUND_LIST:ELF_HIT}
[death]
start_time=0

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@ -23,7 +23,8 @@
{AMLA_DEFAULT}
cost=54
usage=fighter
description= _ "Elves are not often the instigators of open war, but will not shy away when the time comes to do battle. Of course, blindly engaging in combat without any strategy or tactic is foolish, and so the elves maintain a small number of strategically-minded commanders at all times. Selected from the most talented captains, marshals undergo extensive training in various military styles, including those of the humans and orcs. They are brilliant, unorthodox strategists who excel at breaking down large battlefronts into smaller skirmishes, transforming ordinary campaigns into dispersed guerrilla warfare. Engaging elves in their own homes is always a daunting task for any invasion force, and it is precisely because of the skillful maneuvering of the marshals that manage the protection of their people."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "Elves are not often the instigators of open war, but will not shy away when the time comes to do battle. Of course, blindly engaging in combat without any strategy or tactic is foolish, and so the elves maintain a small number of strategically-minded commanders at all times. Selected from the most talented captains, marshals undergo extensive training in various military styles, including those of the humans and orcs. They are brilliant, unorthodox strategists who excel at breaking down large battlefronts into smaller skirmishes, transforming ordinary campaigns into dispersed guerrilla warfare. Engaging elves in their own homes is always a daunting task for any invasion force, and it is precisely because of the skillful maneuvering of the marshals that manage the protection of their people."
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_LEADERSHIP}

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@ -16,7 +16,8 @@
advances_to=Elvish Avenger
cost=38
usage=mixed fighter
description= _ "The silent watchers of the forests, rangers are masters of stealth and reconnaissance. Many are explorers and loners, preferring to travel alone along the paths between the towering trees and among the unspoiled natural beauty of their homes, of which they are fiercely protective. While they possess considerable skill in both blade and bow, rangers are a little less adept at fighting other warriors on even terms, preferring instead to ambush their enemies from the shadows in the woods. A surprise attack from rangers can cripple even a force many times their size, and attacking armies often choose to withdraw rather than risk a game of guerrilla warfare with rangers in the forests."+{SPECIAL_NOTES}+{SPECIAL_NOTES_AMBUSH}
description= _ "The silent watchers of the forests, rangers are masters of stealth and reconnaissance. Many are explorers and loners, preferring to travel alone along the paths between the towering trees and among the unspoiled natural beauty of their homes, of which they are fiercely protective. While they possess considerable skill in both blade and bow, rangers are a little less adept at fighting other warriors on even terms, preferring instead to ambush their enemies from the shadows in the woods. A surprise attack from rangers can cripple even a force many times their size, and attacking armies often choose to withdraw rather than risk a game of guerrilla warfare with rangers in the forests."
{NOTE_AMBUSH}
die_sound={SOUND_LIST:ELF_HIT}
[movement_costs]
shallow_water=2

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@ -18,7 +18,9 @@
usage=healer
description= _ "Being partly faerie in nature, elves have an inherent capability for magic. This is realized in their affinity with the natural world, which they can call upon as an ally in combat. Enemies wandering in their forests may soon find themselves entangled by roots and hindered by the very ground they stand on.
The healing abilities of the elves are also remarkable, and of capital use in battle."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_HEALS}
The healing abilities of the elves are also remarkable, and of capital use in battle."
{NOTE_SLOW}
{NOTE_HEALS}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[abilities]
{ABILITY_HEALS}

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@ -17,7 +17,8 @@
{AMLA_DEFAULT}
cost=51
usage=archer
description= _ "Though not a formal title, Sharpshooter is the epithet given to the most gifted Elvish marksmen. These expert archers are capable of feats that, even by Elven standards, border on miraculous: they have the precision to split incoming arrows midair and can loose a second arrow before the first hits, all while maintaining enough power to damage steel armor. A single volley of their arrows is enough to bring down a knight on horseback, and even heavily-armored infantry will survive few additional shots. The sharpshooters of the elves have honed their art to its highest form and are the undisputed masters of archery."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
description= _ "Though not a formal title, Sharpshooter is the epithet given to the most gifted Elvish marksmen. These expert archers are capable of feats that, even by Elven standards, border on miraculous: they have the precision to split incoming arrows midair and can loose a second arrow before the first hits, all while maintaining enough power to damage steel armor. A single volley of their arrows is enough to bring down a knight on horseback, and even heavily-armored infantry will survive few additional shots. The sharpshooters of the elves have honed their art to its highest form and are the undisputed masters of archery."
{NOTE_MARKSMAN}
die_sound={SOUND_LIST:ELF_HIT}
[attack]
name=sword

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@ -19,7 +19,10 @@
{AMLA_DEFAULT}
cost=52
usage=healer
description= _ "Devotion to the path of faerie may eventually transform an elf maiden into a creature of both worlds. Guided by a power which is little understood, these beautiful stewards of the elven forests epitomize the grace and mystery of their people."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_MAGICAL}
description= _ "Devotion to the path of faerie may eventually transform an elf maiden into a creature of both worlds. Guided by a power which is little understood, these beautiful stewards of the elven forests epitomize the grace and mystery of their people."
{NOTE_SLOW}
{NOTE_CURES}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[abilities]
{ABILITY_CURES}

View file

@ -18,7 +18,10 @@
usage=mixed fighter
description= _ "The world of faerie is far more potent than the corporeal world. Simply bringing some of this world into our own can have violent results. This is well-understood by the elves, although rarely used with malicious intent; doing so is no easy task, and is a very ill-regarded use of their strength.
Those able to do so are roughly titled as sorceresses by other races; and certainly are capable of acting the part."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_ARCANE}
Those able to do so are roughly titled as sorceresses by other races; and certainly are capable of acting the part."
{NOTE_MAGICAL}
{NOTE_SLOW}
{NOTE_ARCANE}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[resistance]
arcane=100

View file

@ -18,7 +18,10 @@
{AMLA_DEFAULT}
cost=67
usage=mixed fighter
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}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}
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."
{NOTE_SLOW}
{NOTE_MAGICAL}
{NOTE_ARCANE}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[resistance]
arcane=80

View file

@ -18,7 +18,8 @@
usage=scout
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; but goblins, at great cost to themselves, have managed to tame and ride them.
The claws of a wolf are not generally regarded as being the more dangerous parts, but on a beast this large, they are thicker and longer than iron nails. Their riders smear a poison on the front set, not unlike that used by the orcish assassins, making a swipe from these beasts paws into a most deadly stroke."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
The claws of a wolf are not generally regarded as being the more dangerous parts, but on a beast this large, they are thicker and longer than iron nails. Their riders smear a poison on the front set, not unlike that used by the orcish assassins, making a swipe from these beasts paws into a most deadly stroke."
{NOTE_POISON}
die_sound={SOUND_LIST:WOLF_DIE}
{DEFENSE_ANIM "units/goblins/direwolver-defend-2.png" "units/goblins/direwolver-defend-1.png" {SOUND_LIST:WOLF_HIT} }
[movement_anim]

View file

@ -16,7 +16,8 @@
{AMLA_DEFAULT}
cost=13
usage=fighter
description= _ "Goblins are used by the orcs as skirmishers to disrupt the enemys 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 diminutive frames."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
description= _ "Goblins are used by the orcs as skirmishers to disrupt the enemys 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 diminutive frames."
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:GOBLIN_DIE}
{DEFENSE_ANIM_DIRECTIONAL "units/goblins/impaler-defend.png" "units/goblins/impaler.png" "units/goblins/impaler-ne-defend.png" "units/goblins/impaler-ne.png" {SOUND_LIST:GOBLIN_HIT} }

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@ -15,7 +15,8 @@
{AMLA_DEFAULT}
cost=32
usage=scout
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}
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."
{NOTE_SLOW}
die_sound={SOUND_LIST:WOLF_DIE}
[movement_anim]
start_time=0

View file

@ -16,7 +16,8 @@
{AMLA_DEFAULT}
cost=13
usage=fighter
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 rousers frenzied goading effectively steels the less veteran fighters to strive harder and longer before they die."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
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 rousers frenzied goading effectively steels the less veteran fighters to strive harder and longer before they die."
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:GOBLIN_DIE}
{DEFENSE_ANIM_DIRECTIONAL "units/goblins/rouser-defend.png" "units/goblins/rouser.png" "units/goblins/rouser-ne-defend.png" "units/goblins/rouser-ne.png" {SOUND_LIST:GOBLIN_HIT} }

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

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@ -16,7 +16,9 @@
undead_variation=mounted
cost=40
usage=fighter
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}+{SPECIAL_NOTES_DEFENSE_CAP}
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."
{NOTE_CHARGE}
{NOTE_DEFENSE_CAP}
die_sound=horse-die.ogg
[attack]
name=sword

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@ -16,7 +16,9 @@
undead_variation=mounted
cost=40
usage=fighter
description= _ "Lancers are among the bravest and most feared riders in all of Wesnoth. Clad in minimal armor, they free themselves to ride swiftly, faster than any of their peers. The daring tactics they employ are like a double-edged sword, for they often win either glory or a swift death. Lancers excel in hunting down infantrymen who have made the mistake of breaking formation, and in piercing defensive lines. However, they have limited use in defense."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_DEFENSE_CAP}
description= _ "Lancers are among the bravest and most feared riders in all of Wesnoth. Clad in minimal armor, they free themselves to ride swiftly, faster than any of their peers. The daring tactics they employ are like a double-edged sword, for they often win either glory or a swift death. Lancers excel in hunting down infantrymen who have made the mistake of breaking formation, and in piercing defensive lines. However, they have limited use in defense."
{NOTE_CHARGE}
{NOTE_DEFENSE_CAP}
die_sound=horse-die.ogg
[attack]
name=lance

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@ -19,7 +19,11 @@
usage=fighter
description= _ "Knights of the highest virtue, Paladins have sworn their strength not to king and crown, but to ideals themselves; of chivalry, and the stewardship of everything that is good. They may serve in the armies of the world, but their first loyalties often lie with groups of their own making; secret, monastic orders that cross political and cultural boundaries. Rulers are sometimes wary of them, for the paladins loyalty is only as strong as the lieges apparent virtue. This has led the more darkly ambitious to either attempt to defame and disperse these groups, or more rarely, to conjure elaborate deceptions to keep these otherwise staunchly loyal troops in service.
Full paladins are generally not quite as fearsome as the Grand Knights that champion most armies, but they are first-class fighters nonetheless. Additionally, their wisdom and piety grants these warrior monks certain curious abilities; a paladin is very powerful in fighting magical or unnatural things, and most have some skill at medicine and healing."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_HEALS}+{SPECIAL_NOTES_DEFENSE_CAP}
Full paladins are generally not quite as fearsome as the Grand Knights that champion most armies, but they are first-class fighters nonetheless. Additionally, their wisdom and piety grants these warrior monks certain curious abilities; a paladin is very powerful in fighting magical or unnatural things, and most have some skill at medicine and healing."
{NOTE_CHARGE}
{NOTE_ARCANE}
{NOTE_HEALS}
{NOTE_DEFENSE_CAP}
die_sound=horse-die.ogg
[resistance]
arcane=40

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@ -15,7 +15,9 @@
undead_variation=mounted
cost=23
usage=fighter
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}+{SPECIAL_NOTES_DEFENSE_CAP}
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."
{NOTE_CHARGE}
{NOTE_DEFENSE_CAP}
die_sound=horse-die.ogg
[attack]

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@ -18,7 +18,8 @@
#extra resistance for these units
usage=scout
# wmllint: notecheck off
description= _ "Cavaliers are masters at the use of both sword and crossbow from horseback. Their combination of striking power and mobility is fearsome; and they have a reputation for dash and aggressiveness to match it. The daring deeds of Cavaliers are the subject of many a tale and song."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DEFENSE_CAP}
description= _ "Cavaliers are masters at the use of both sword and crossbow from horseback. Their combination of striking power and mobility is fearsome; and they have a reputation for dash and aggressiveness to match it. The daring deeds of Cavaliers are the subject of many a tale and song."
{NOTE_DEFENSE_CAP}
die_sound=horse-die.ogg
[movement_anim]
start_time=0

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@ -19,7 +19,8 @@
# wmllint: notecheck off
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 scouting work."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DEFENSE_CAP}
Cavalrymen are very useful for taking and holding positions on open ground, for screening friendly soldiers, and also for scouting work."
{NOTE_DEFENSE_CAP}
die_sound=horse-die.ogg
[movement_anim]
start_time=0

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@ -17,7 +17,8 @@
#extra resistance for these units
usage=scout
# wmllint: notecheck off
description= _ "The more talented cavalrymen in the armies of Wesnoth are trained in the use of the crossbow, and matched with much more powerful steeds. Well-armored, and skilled in the use of their swords, these soldiers can drive forward and hold the ground they take. Their mobility and resilience make them of great value on the battlefield."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DEFENSE_CAP}
description= _ "The more talented cavalrymen in the armies of Wesnoth are trained in the use of the crossbow, and matched with much more powerful steeds. Well-armored, and skilled in the use of their swords, these soldiers can drive forward and hold the ground they take. Their mobility and resilience make them of great value on the battlefield."
{NOTE_DEFENSE_CAP}
die_sound=horse-die.ogg
[movement_anim]
start_time=0

View file

@ -16,7 +16,8 @@
usage=mixed fighter
description= _ "It is a peculiar custom of Wesnoths nobility that they typically enroll their sons into one of two orders of armigers, training them either in the art of horsemanship or fencing. Duelists are so named for an unfortunately common practice of young aristocrats, for whom the sting of insult, whether real or fancied, can incite a rash demonstration of their natural right.
Experienced fencers carry with them a small crossbow that is easily concealed under a coat or cape. Slow to load and sometimes thought dishonorable to use, it is in fact very useful, and those of their ranks who live long enough to be veterans typically do so by making such concessions to utility and survival."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}
Experienced fencers carry with them a small crossbow that is easily concealed under a coat or cape. Slow to load and sometimes 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."
{NOTE_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-loyalists/duelist-defend.png" "units/human-loyalists/duelist.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]

View file

@ -16,7 +16,8 @@
usage=fighter
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 saber, fencers are light on their feet and useful in many situations where their armor-bound peers are at a disadvantage. They relish dancing circles around troops like heavy infantry, mocking the weight of their full armor."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}
Outfitted with only a dagger and saber, fencers are light on their feet and useful in many situations where their armor-bound peers are at a disadvantage. They relish dancing circles around troops like heavy infantry, mocking the weight of their full armor."
{NOTE_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}
[resistance]
cold=90

View file

@ -26,7 +26,8 @@
#endif
cost=54
usage=fighter
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. Well seasoned in the art of war, Generals can direct even the freshest recruits to strike strategically against imposing odds and emerge victorious. Recognized by nobility and citizenry alike, they are outfitted in ornate plate armor and granted some of the finest weaponry that human craftsmen can offer."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
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. Well seasoned in the art of war, Generals can direct even the freshest recruits to strike strategically against imposing odds and emerge victorious. Recognized by nobility and citizenry alike, they are outfitted in ornate plate armor and granted some of the finest weaponry that human craftsmen can offer."
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-loyalists/general-defend-2.png" "units/human-loyalists/general-defend-1.png" {SOUND_LIST:HUMAN_HIT} melee }
{DEFENSE_ANIM_RANGE "units/human-loyalists/general-crossbow-defend.png" "units/human-loyalists/general-crossbow.png" {SOUND_LIST:HUMAN_HIT} ranged }

View file

@ -21,7 +21,8 @@
{AMLA_DEFAULT}
cost=66
usage=fighter
description= _ "The rank of Grand Marshal is one of the most esteemed in the armies of humanity, and those who bear its title have survived many trials by fire, proving both their tactical wit and their considerable mettle at personal combat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "The rank of Grand Marshal is one of the most esteemed in the armies of humanity, and those who bear its title have survived many trials by fire, proving both their tactical wit and their considerable mettle at personal combat."
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-loyalists/marshal-defend-2.png" "units/human-loyalists/marshal-defend-1.png" {SOUND_LIST:HUMAN_HIT} melee }
{DEFENSE_ANIM_RANGE "units/human-loyalists/marshal-crossbow-defend.png" "units/human-loyalists/marshal-crossbow.png" {SOUND_LIST:HUMAN_HIT} ranged }

View file

@ -17,7 +17,8 @@
usage=fighter
description= _ "A halberd is a heavy weapon and difficult to use, but very 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 four primary striking points, two more than a spear or pike; these are the tip, the blade, the spike at the base of the shaft, and the inner point on the blade, which can be used in a motion pulling back towards the wielder. All this makes for a very versatile weapon in melee, especially against cavalry.
However, a halberd is notably more expensive to craft than a spear, and in the hands of a novice, much less effective. In the armies of Wesnoth, it is customary only to grant these weapons to veteran pikemen, who have proven that they have the skill to employ them properly on the field of war."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
However, a halberd is notably more expensive to craft than a spear, and in the hands of a novice, much less effective. In the armies of Wesnoth, it is customary only to grant these weapons to veteran pikemen, who have proven that they have the skill to employ them properly on the field of war."
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-loyalists/halberdier-defend.png" "units/human-loyalists/halberdier.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]

View file

@ -15,7 +15,8 @@
{AMLA_DEFAULT}
cost=25
usage=fighter
description= _ "Spearmen almost always equip themselves with a few javelins, to harry, if not kill, enemies at range. Some, however, take to them rather well, finding that they have a natural talent in their use. Javelineers are a valuable asset to an army, being able to supplement their skill in melee combat with an ability to handle distant foes. They can hurl javelins into enemy ranks from a distance, often without retribution, and still hold their ground in melee."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
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."
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-loyalists/javelineer-defend.png" "units/human-loyalists/javelineer.png" {SOUND_LIST:HUMAN_HIT} melee}
{DEFENSE_ANIM_RANGE "units/human-loyalists/javelineer-defend-ranged.png" "units/human-loyalists/javelineer-attack-ranged-1.png" {SOUND_LIST:HUMAN_HIT} ranged}

View file

@ -15,7 +15,8 @@
advances_to=General
cost=35
usage=fighter
description= _ "Lieutenants are some of the more respected commanding officers among humans and are often seen leading smaller-scale incursions and managing the battlefield. Trained both with sword and crossbow, they excel at neither, and are somewhat less resilient than the warlords of other races — this is more than made up for by their superior knowledge and training in military strategy."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "Lieutenants are some of the more respected commanding officers among humans and are often seen leading smaller-scale incursions and managing the battlefield. Trained both with sword and crossbow, they excel at neither, and are somewhat less resilient than the warlords of other races — this is more than made up for by their superior knowledge and training in military strategy."
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-loyalists/lieutenant-defend.png" "units/human-loyalists/lieutenant.png" {SOUND_LIST:HUMAN_HIT} melee}
{DEFENSE_ANIM_RANGE "units/human-loyalists/lieutenant-crossbow-defend.png" "units/human-loyalists/lieutenant-crossbow.png" {SOUND_LIST:HUMAN_HIT} ranged}

View file

@ -17,7 +17,8 @@
usage=mixed fighter
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 elect. Often, they will be found as the captains of a castle guard, or as the master of a military academy, positions in which their flamboyant nature is not only accepted, but is perhaps even useful."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}
They usually have the luxury of choosing their appointments, and are free to roam the land should they so elect. 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."
{NOTE_SKIRMISHER}
{DEFENSE_ANIM "units/human-loyalists/master-at-arms-defend-2.png" "units/human-loyalists/master-at-arms-defend-1.png" {SOUND_LIST:HUMAN_HIT} }
die_sound={SOUND_LIST:HUMAN_DIE}
[resistance]

View file

@ -14,7 +14,8 @@
advances_to=Halberdier
cost=25
usage=fighter
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}
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."
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-loyalists/pikeman-defend.png" "units/human-loyalists/pikeman.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]

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@ -15,7 +15,8 @@
advances_to=Lieutenant
cost=19
usage=fighter
description= _ "Sergeants are low-ranking officers of human armies. Though academically trained, they need some experience in the field before their leadership is sound and acknowledged. Still, their diligent bearing and basic insight of combat means they can more effectively rouse civilians and peasants in trying situations."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "Sergeants are low-ranking officers of human armies. Though academically trained, they need some experience in the field before their leadership is sound and acknowledged. Still, their diligent bearing and basic insight of combat means they can more effectively rouse civilians and peasants in trying situations."
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-loyalists/sergeant-defend.png" "units/human-loyalists/sergeant.png" {SOUND_LIST:HUMAN_HIT} melee}
{DEFENSE_ANIM_RANGE "units/human-loyalists/sergeant-crossbow-defend.png" "units/human-loyalists/sergeant-crossbow.png" {SOUND_LIST:HUMAN_HIT} ranged}

View file

@ -15,7 +15,8 @@
advances_to=Swordsman,Pikeman,Javelineer
cost=14
usage=fighter
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}
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."
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}
[standing_anim]
start_time=0

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@ -20,7 +20,8 @@
It is an irony that, with all their knowledge, and their unassuming monopoly thereof, the collective community of magi could likely rule society, were they ever to try. However, their true love is neither money, nor power, and those who see the study of magic as a means to such ends often lack the very conviction required for true mastery.
Physically frail, and lacking familiarity with combat, magi do possess certain arts which are of great utility in battle."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
Physically frail, and lacking familiarity with combat, magi do possess certain arts which are of great utility in battle."
{NOTE_MAGICAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-magi/mage-defend.png" "units/human-magi/mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[attack]

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@ -17,7 +17,8 @@
usage=mixed fighter
description= _ "The title of Arch Mage is traditionally conferred only after a lifetime of study and achievement to match. Arch Magi are often employed in positions of education, or as advisors to those sensible enough to seek the fruits of their wisdom. Many tend to wealthy patrons, a profitable enterprise for both as, outside of the occasional thaumaturgy or word of advice, it gives the mage leave to pursue their research undisturbed. From this flows the greater body of human knowledge; the sciences, the philosophies, and the arts which give beauty to the world at large.
Though not trained for any sort of combat, if need arises an Arch Mage can unleash the full power of their art, something which is not to be taken lightly."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
Though not trained for any sort of combat, if need arises an Arch Mage can unleash the full power of their art, something which is not to be taken lightly."
{NOTE_MAGICAL}
die_sound={SOUND_LIST:HUMAN_OLD_DIE}
{DEFENSE_ANIM "units/human-magi/arch-mage-defend.png" "units/human-magi/arch-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[resistance]

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@ -20,7 +20,8 @@
cost=65
usage=mixed fighter
die_sound={SOUND_LIST:HUMAN_OLD_DIE}
description= _ "Once great, Elder Magi have seen their power a little diminished from wearying years of battle. Nevertheless they remain feared on the battlefield on account of their powerful lightning bolts."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
description= _ "Once great, Elder Magi have seen their power a little diminished from wearying years of battle. Nevertheless they remain feared on the battlefield on account of their powerful lightning bolts."
{NOTE_MAGICAL}
[attack]
name=staff
description= _"staff"

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@ -18,7 +18,8 @@
usage=mixed fighter
description= _ "Any person who is even considered for the title of Great Mage is quite nearly a legend in their own time, and town criers have forcibly learnt discretion in applying the title. Merit for the title is carefully considered by a council of the leading magi of the age, and the conferment of the title is given only by a majority vote. Regardless, anyone who is seriously nominated for the honor of being called a Great Mage is, without question, a master of their art, and has surpassed almost any of their peers in skill.
Though they are not warriors, by any means, the application of their art to combat is something that often causes other soldiers to stand aside in awe."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
Though they are not warriors, by any means, the application of their art to combat is something that often causes other soldiers to stand aside in awe."
{NOTE_MAGICAL}
die_sound={SOUND_LIST:HUMAN_OLD_DIE}
{DEFENSE_ANIM "units/human-magi/great-mage-defend.png" "units/human-magi/great-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[resistance]

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@ -17,7 +17,8 @@
usage=mixed fighter
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 mages ability to seemingly conjure fire from nothing but thin air, a trick which, although undeniably useful, is viewed by the magi themselves as a crass application of their hard-won knowledge.
Though physically frail, and untrained as warriors, the Red Magi have a number of tricks up their sleeves, including the gouts of fire which may have cemented their colloquial name."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
Though physically frail, and untrained as warriors, the Red Magi have a number of tricks up their sleeves, including the gouts of fire which may have cemented their colloquial name."
{NOTE_MAGICAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-magi/red-mage-defend.png" "units/human-magi/red-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[resistance]

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@ -20,7 +20,9 @@
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 induce the mage to apply them."+{SPECIAL_NOTES}+_"SPECIAL_NOTE^ Silver Magi are well-attuned to their magical natures and are highly resistant to non-physical damage."+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_TELEPORT}
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_NOTE^ Silver Magi are well-attuned to their magical natures and are highly resistant to non-physical damage."
{NOTE_MAGICAL}
{NOTE_TELEPORT}
die_sound={SOUND_LIST:HUMAN_DIE}
[resistance]
fire=50

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@ -17,7 +17,10 @@
usage=healer
description= _ "Some magi, as they learn about the world around them, and learn the truth of the suffering and squalor in which humanity too often lives, find that they cannot bring themselves to be cloistered into a life of study. These men and women give up the life of a mage, and join monastic orders, dedicating the skills they have been given to the good of all. After their ordination, they often travel the world, ministering to sickness and injury.
Though not trained for combat, they are a potent ally against magical or unnatural things."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}
Though not trained for combat, they are a potent ally against magical or unnatural things."
{NOTE_MAGICAL}
{NOTE_ARCANE}
{NOTE_CURES}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-magi/white-mage-defend.png" "units/human-magi/white-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[abilities]

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@ -19,7 +19,11 @@
usage=healer
description= _ "After years of experience, the most devout of white magi develop vast spiritual powers. By strict devotion to the path of the light, they can call upon its aid to chase away the shadows of the night.
Following a strict code of piety and honor, these men and women work tirelessly to bring life and order to the troubled world in which they live."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_ILLUMINATES}
Following a strict code of piety and honor, these men and women work tirelessly to bring life and order to the troubled world in which they live."
{NOTE_MAGICAL}
{NOTE_ARCANE}
{NOTE_CURES}
{NOTE_ILLUMINATES}
die_sound={SOUND_LIST:HUMAN_OLD_DIE}
{DEFENSE_ANIM "units/human-magi/white-cleric-defend.png" "units/human-magi/white-cleric.png" {SOUND_LIST:HUMAN_OLD_HIT} }
[abilities]

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@ -16,7 +16,10 @@
{AMLA_DEFAULT}
cost=44
usage=fighter
description= _ "The greatest of thieves are sometimes tasked to take far more than their victims 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 sun."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SKIRMISHER}
description= _ "The greatest of thieves are sometimes tasked to take far more than their victims 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 sun."
{NOTE_BACKSTAB}
{NOTE_POISON}
{NOTE_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-outlaws/assassin-defend-2.png" "units/human-outlaws/assassin-defend-1.png" {SOUND_LIST:HUMAN_HIT} }
[abilities]

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@ -17,7 +17,8 @@
{AMLA_DEFAULT}
cost=53
usage=mixed fighter
description= _ "Veteran criminals become notorious for both their ruthlessness and ability to elude capture. They can be dangerous in their element, though no match for the sheer numbers that law-abiding soldiery can throw at them."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CONCEALMENT}
description= _ "Veteran criminals become notorious for both their ruthlessness and ability to elude capture. They can be dangerous in their element, though no match for the sheer numbers that law-abiding soldiery can throw at them."
{NOTE_CONCEALMENT}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-outlaws/fugitive-defend.png" "units/human-outlaws/fugitive.png" {SOUND_LIST:HUMAN_HIT} }
[abilities]

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@ -15,7 +15,9 @@
advances_to=Assassin
cost=24
usage=fighter
description= _ "The ringleaders of any group of thieves earn their positions by skill. These rogues have spent many an unpleasant moment darting through crowds and dodging away from those who wish them ill, a set of skills which is very handy in a fight. Masters of knifework, they can also throw knives with reliable accuracy, and their long hours of prowling around at night leave them more comfortable fighting in the dark."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_SKIRMISHER}
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."
{NOTE_BACKSTAB}
{NOTE_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-outlaws/rogue-defend-1.png" "units/human-outlaws/rogue-defend-2.png" {SOUND_LIST:HUMAN_HIT} }
[abilities]

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@ -15,7 +15,8 @@
advances_to=Rogue
cost=13
usage=fighter
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}
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."
{NOTE_BACKSTAB}
die_sound={SOUND_LIST:HUMAN_DIE}
[death]
start_time=0

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@ -18,7 +18,8 @@
usage=archer
description= _ "Hunting is a popular sport of noblemen, but it can also be a livelihood for commoners. Like any other craft, it has men of masterful skill in its practice. Huntsmen know all the tricks of their trade, and are skilled at navigating the wilderness, at tracking, and at the use of the bow. They are a fair shot at moving targets, and targets hiding under brush and cover; a skill wrought from years of practice at shooting game, and one which garrisoned bowmen often lack.
Master hunters are employed by any group living in or passing through wild country, be they men of the law, or those working against it. Even nature itself can have deadly surprises, and any commander who fails to hire a such a guide can lose his men to nothing more than terrain. Good woodsmen can save lives, ease travel, provide food, and their skill with a bow is capitally useful in a fight."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
Master hunters are employed by any group living in or passing through wild country, be they men of the law, or those working against it. Even nature itself can have deadly surprises, and any commander who fails to hire a such a guide can lose his men to nothing more than terrain. Good woodsmen can save lives, ease travel, provide food, and their skill with a bow is capitally useful in a fight."
{NOTE_MARKSMAN}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-outlaws/huntsman-defend.png" "units/human-outlaws/huntsman.png" {SOUND_LIST:HUMAN_HIT} melee }
{DEFENSE_ANIM_RANGE "units/human-outlaws/huntsman-bow-defend.png" "units/human-outlaws/huntsman-bow.png" {SOUND_LIST:HUMAN_HIT} ranged }

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@ -20,7 +20,11 @@
{AMLA_DEFAULT}
cost=57
usage=healer
description= _ "Years of devotion may endow a priestess with great wisdom on the workings of the world, and grants some the favor of the light. The power thus given to these ladies of the water is a recurring motif in tale and song; such as the that of the knights of the silver spire, cornered and slain to a man at the banks of the Alavynne, but who rode again the next day, in full number, and wrought the downfall of the crimson duke."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_ILLUMINATES}
description= _ "Years of devotion may endow a priestess with great wisdom on the workings of the world, and grants some the favor of the light. The power thus given to these ladies of the water is a recurring motif in tale and song; such as the that of the knights of the silver spire, cornered and slain to a man at the banks of the Alavynne, but who rode again the next day, in full number, and wrought the downfall of the crimson duke."
{NOTE_MAGICAL}
{NOTE_ARCANE}
{NOTE_CURES}
{NOTE_ILLUMINATES}
die_sound=mermaid-die.ogg
{DEFENSE_ANIM "units/merfolk/diviner-defend2.png" "units/merfolk/diviner-defend1.png" mermaid-hit.ogg }
[abilities]

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@ -15,7 +15,8 @@
advances_to=Mermaid Siren
cost=33
usage=mixed fighter
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}
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."
{NOTE_MAGICAL}
die_sound=mermaid-die.ogg
{DEFENSE_ANIM "units/merfolk/enchantress-defend2.png" "units/merfolk/enchantress-defend1.png" mermaid-hit.ogg }
[attack]

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@ -18,7 +18,8 @@
usage=mixed fighter
description= _ "Merfolk tend to use a combination of both nets and clubs in fishing; nets to collect the fish, and clubs to finish the kill. Both of these tools have seen adaptation for warfare, and are valuable enough that auxiliaries who specialize in using them are deliberately brought to battle.
Merfolk often find themselves in a standoff with land-based enemies; the merfolk are too strong in the water, and are too weak to make any offense on land. Nets are a key bit of leverage; without nets, merfolk cannot give any effective chase over land, and are at a great disadvantage in hand-to-hand combat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}
Merfolk often find themselves in a standoff with land-based enemies; the merfolk are too strong in the water, and are too weak to make any offense on land. Nets are a key bit of leverage; without nets, merfolk cannot give any effective chase over land, and are at a great disadvantage in hand-to-hand combat."
{NOTE_SLOW}
{DEFENSE_ANIM "units/merfolk/entangler-defend2.png" "units/merfolk/entangler-defend1.png" mermen-hit.wav }
die_sound=mermen-die.ogg
[attack]

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@ -17,7 +17,8 @@
{AMLA_DEFAULT}
cost=43
usage=fighter
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}
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."
{NOTE_STEADFAST}
die_sound=mermen-die.ogg
{DEFENSE_ANIM "units/merfolk/hoplite-defend2.png" "units/merfolk/hoplite-defend1.png" mermen-hit.wav }
[resistance]

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@ -17,7 +17,8 @@
usage=mixed fighter
description= _ "Young mermaids are often initiated into the water magics native to their people. The wondrous abilities this grants are inimitable by any other race, a mark of the faerie side of these creatures.
Despite their frailty, this makes them quite formidable in combat, as they can call upon the very water about them to smite their enemies."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
Despite their frailty, this makes them quite formidable in combat, as they can call upon the very water about them to smite their enemies."
{NOTE_MAGICAL}
die_sound=mermaid-die.ogg
{DEFENSE_ANIM "units/merfolk/initiate-defend-2.png" "units/merfolk/initiate-defend-1.png" mermaid-hit.ogg }
[attack]

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@ -17,7 +17,8 @@
usage=mixed fighter
description= _ "Fishing, as practiced by merfolk, is largely a matter of chasing schools of fish into waiting nets, where oar-like clubs are used to dispatch the prey. The improvisation of using these against soldiers proved very effective; most land-native creatures are already quite awkward when waist-deep in water, and getting caught in a net can render them nearly helpless.
The effectiveness of this method led to the development of smaller, weighted nets, which could be cast through the air; these were useless for fishing, but were useful both in combat and in hunting game that came too close to shore. Clubs were used in combat with little or no adaptation from fishing, since they were already quite deadly."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}
The effectiveness of this method led to the development of smaller, weighted nets, which could be cast through the air; these were useless for fishing, but were useful both in combat and in hunting game that came too close to shore. Clubs were used in combat with little or no adaptation from fishing, since they were already quite deadly."
{NOTE_SLOW}
{DEFENSE_ANIM "units/merfolk/netcaster-defend2.png" "units/merfolk/netcaster-defend1.png" mermen-hit.wav }
die_sound=mermen-die.ogg
[attack]

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@ -18,7 +18,10 @@
advances_to=Mermaid Diviner
cost=38
usage=healer
description= _ "Among merfolk, mysticism is generally left to the mermaids, who are more inclined to it. It is they who dedicate themselves to the ideal of bringing peace and life to the world, and to the arts which make that possible. Their piety also grants them certain powers, allowing them to guard their people against magical or unnatural things."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}
description= _ "Among merfolk, mysticism is generally left to the mermaids, who are more inclined to it. It is they who dedicate themselves to the ideal of bringing peace and life to the world, and to the arts which make that possible. Their piety also grants them certain powers, allowing them to guard their people against magical or unnatural things."
{NOTE_MAGICAL}
{NOTE_ARCANE}
{NOTE_CURES}
die_sound=mermaid-die.ogg
{DEFENSE_ANIM "units/merfolk/priestess-defend2.png" "units/merfolk/priestess-defend1.png" mermaid-hit.ogg }
[abilities]

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@ -18,7 +18,8 @@
usage=mixed fighter
description= _ "The faerie nature of the mermaids is strongest in the Sirens, whose connection to the currents of magic 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.
The myriad applications of this rarely occur to land dwellers, who simply regard it with wonder."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
The myriad applications of this rarely occur to land dwellers, who simply regard it with wonder."
{NOTE_MAGICAL}
die_sound=mermaid-die.ogg
{DEFENSE_ANIM "units/merfolk/siren-defend2.png" "units/merfolk/siren-defend1.png" mermaid-hit.ogg }
[attack]

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@ -16,7 +16,9 @@
cost=40
undead_variation=swimmer
usage=fighter
description= _ "Cuttle Fish are gigantic creatures of the seas. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance. The best way to survive an encounter with these monsters is to remain ashore."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SWARM}
description= _ "Cuttle Fish are gigantic creatures of the seas. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance. The best way to survive an encounter with these monsters is to remain ashore."
{NOTE_POISON}
{NOTE_SWARM}
die_sound=water-blast.wav
{DEFENSE_ANIM "units/monsters/cuttlefish-defend-2.png" "units/monsters/cuttlefish-defend-1.png" squishy-hit.wav }
[death]

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@ -15,7 +15,8 @@
{AMLA_DEFAULT}
cost=18
usage=scout
description= _ "Elder Falcons bear the telltale scars of veteran warriors from protecting their masters, their bodies proof of repeated dives into a swirling melee. Stronger and faster than their younger kin, they are rumored to hit with enough force to remove an enemy's head. "+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}
description= _ "Elder Falcons bear the telltale scars of veteran warriors from protecting their masters, their bodies proof of repeated dives into a swirling melee. Stronger and faster than their younger kin, they are rumored to hit with enough force to remove an enemy's head. "
{NOTE_CHARGE}
die_sound={SOUND_LIST:GRYPHON_DIE}
{DEFENSE_ANIM "units/monsters/elder-falcon.png" "units/monsters/elder-falcon.png" {SOUND_LIST:GRYPHON_HIT} }
[defense]

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@ -14,7 +14,8 @@
advances_to=Elder Falcon
cost=12
usage=scout
description= _ "Seen as status symbols of the nobles, falcons are precious possessions normally used for sport. The same techniques are employed to rend and tear foes on the battlefield, and their great speed is a boon to scouting out the land."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}
description= _ "Seen as status symbols of the nobles, falcons are precious possessions normally used for sport. The same techniques are employed to rend and tear foes on the battlefield, and their great speed is a boon to scouting out the land."
{NOTE_CHARGE}
die_sound={SOUND_LIST:GRYPHON_DIE}
{DEFENSE_ANIM "units/monsters/falcon.png" "units/monsters/falcon.png" {SOUND_LIST:GRYPHON_HIT} }
[defense]

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@ -22,7 +22,9 @@
usage=archer
description= _ "A dragon is a legendary creature, normally seen only in fantastic tales. They are very rare, and were it not for the historical events, the singlehanded destruction of cities and towns that these creatures have wrought, they might be dismissed as mere myth. Legends are very specific about the ravages of dragons; noting their great strength, speed, their preternatural cunning, and above all else, the great fire that burns inside of them.
Battling a dragon is said to be the pinnacle of danger itself, fit only for fools, or the bravest of knights."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}+{SPECIAL_NOTES_LEADERSHIP}
Battling a dragon is said to be the pinnacle of danger itself, fit only for fools, or the bravest of knights."
{NOTE_MARKSMAN}
{NOTE_LEADERSHIP}
die_sound=drake-die.ogg
[resistance]
fire=0

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@ -39,7 +39,8 @@
cost=22
undead_variation=spider
usage=fighter
description= _ "A normal scorpion is dangerous enough — the deadliness of one the size of a man needs little explanation."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
description= _ "A normal scorpion is dangerous enough — the deadliness of one the size of a man needs little explanation."
{NOTE_POISON}
die_sound=hiss-big.wav
{DEFENSE_ANIM_DIRECTIONAL "units/monsters/scorpion/scorpion-defend2.png" "units/monsters/scorpion/scorpion-defend1.png" "units/monsters/scorpion/scorpion-ne-defend2.png" "units/monsters/scorpion/scorpion-ne-defend1.png" hiss.wav }
[attack]
@ -111,7 +112,8 @@
variation_name= _ "Sand Scuttler"
inherit=yes
image="units/monsters/scorpion/sand-scuttler.png"
description= _ "Blending in nearly seamlessly into sandy dunes, these critters are an odd mix of mundane creature and elemental beast. Though usually timid, Sand Scuttlers sometimes attack unwary travelers, especially when startled."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
description= _ "Blending in nearly seamlessly into sandy dunes, these critters are an odd mix of mundane creature and elemental beast. Though usually timid, Sand Scuttlers sometimes attack unwary travelers, especially when startled."
{NOTE_POISON}
[standing_anim]
start_time=0
direction=s,sw,se

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@ -24,7 +24,8 @@
cost=10
usage=fighter
undead_variation=spider
description= _ "One of the most potent known venoms is that of the monstrous scorpions of the frontier. Fetching a high price by assassins and apothecaries alike, this venom is often seen as a quick way to make coin, alluring bold hunters to venture into the wilderness to harvest it. However, even in a juvenile state, these scorpions can deliver deadly stings and are faster than most men. What's worse is that they can live in rather large nests, and angering a seemingly lone scorpion can lead to swarms of them crawling up from the ground — quickly turning the hunter into the hunted."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
description= _ "One of the most potent known venoms is that of the monstrous scorpions of the frontier. Fetching a high price by assassins and apothecaries alike, this venom is often seen as a quick way to make coin, alluring bold hunters to venture into the wilderness to harvest it. However, even in a juvenile state, these scorpions can deliver deadly stings and are faster than most men. What's worse is that they can live in rather large nests, and angering a seemingly lone scorpion can lead to swarms of them crawling up from the ground — quickly turning the hunter into the hunted."
{NOTE_POISON}
die_sound=hiss-big.wav
{DEFENSE_ANIM "units/monsters/scorpion/scorpling-defend2.png" "units/monsters/scorpion/scorpling-defend1.png" hiss.wav }
[attack]

View file

@ -20,7 +20,9 @@
cost=55
usage=fighter
undead_variation=spider
description= _ "Giant Spiders are said to roam the depths of Knalga, devouring many victims. They have a vicious bite, made worse by the fact that it is poisoned, and can also fling webs through the air to trap their prey."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SLOW}
description= _ "Giant Spiders are said to roam the depths of Knalga, devouring many victims. They have a vicious bite, made worse by the fact that it is poisoned, and can also fling webs through the air to trap their prey."
{NOTE_POISON}
{NOTE_SLOW}
die_sound=hiss-big.wav
{DEFENSE_ANIM "units/monsters/spider-melee-2.png" "units/monsters/spider-melee-1.png" hiss.wav }
[attack]

View file

@ -16,6 +16,7 @@
cost=56
usage=archer
description=""
{NOTE_MAGICAL}
die_sound={SOUND_LIST:HUMAN_DIE}
undead_variation=null
{DEFENSE_ANIM "units/monsters/jinn.png" "units/monsters/jinn.png" {SOUND_LIST:HUMAN_HIT}}

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