indent special notes

[ci skip]
This commit is contained in:
Severin Glöckner 2019-09-16 04:00:44 +02:00
parent 4dd65a0c22
commit c23364b213
106 changed files with 204 additions and 204 deletions

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@ -15,7 +15,7 @@
cost=19
usage=fighter
description= _ "Exceptionally large and strong mermen are sometimes more comfortable with their own fists and tails than with other weapons."
{NOTE_STUN}
{NOTE_STUN}
die_sound=mermen-die.ogg
{DEFENSE_ANIM "units/merfolk/brawler-defend.png" "units/merfolk/brawler-defend.png" mermen-hit.wav }
[attack]

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@ -18,7 +18,7 @@
{ABILITY_LEADERSHIP}
[/abilities]
description= _ "A king who is skilled at combat commands great respect — especially among soldiers. His strength allows him to wield powerful weapons and move quickly, even with heavy armor. His leadership abilities inspire his troops."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
die_sound=mermen-die.ogg
{DEFENSE_ANIM "units/merfolk/soldier_king.png" "units/merfolk/soldier_king.png" mermen-hit.wav }
[resistance]

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@ -18,7 +18,7 @@
{ABILITY_LEADERSHIP}
[/abilities]
description= _ "Warrior kings often become legendary in their own time. Their skill and strength allows them to be truly formidable in battle. They are also fast despite their heavy armor. Even skilled soldiers look upon them with awe."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
die_sound=mermen-die.ogg
{DEFENSE_ANIM "units/merfolk/warrior_king.png" "units/merfolk/warrior_king.png" mermen-hit.wav }
[resistance]

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@ -18,7 +18,7 @@
{ABILITY_LEADERSHIP}
[/abilities]
description= _ "A young king with some battle experience will be treated with some respect. Common citizens will be inspired to do their utmost when the king is nearby, but battle-hardened veterens will be less impressed."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
die_sound=mermen-die.ogg
{DEFENSE_ANIM "units/merfolk/young_king.png" "units/merfolk/young_king.png" mermen-hit.wav }
[attack]

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@ -10,5 +10,5 @@
cost=25 # A little more expensive
advances_to=Mage Leader
description=_"A mage who has just finished his apprenticeship is known as a journeyman. Journeyman mages travel far in search of employment and experience."
{NOTE_MAGICAL}
{NOTE_MAGICAL}
[/unit_type]

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@ -13,5 +13,5 @@
level=5
cost=200
description=_"Under the feudal system, all authority ultimately rested with the sovereign. His lords held their property only with his agreement, and had to pay him tribute. In return, the king would defend the realm against invaders, and redistribute wealth in times of need."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
[/unit_type]

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@ -14,7 +14,7 @@
advances_to=Mage Magister
cost=100 # A lot more expensive
description=_"This mage has gained much experience leading others into battle. As a result, level 1 and 2 units fight more effectively when they are adjacent to him. He also has the power to heal others during combat."
{NOTE_MAGICAL}
{NOTE_MAGICAL}
{NOTE_LEADERSHIP}
{NOTE_HEALS}
[attack]

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@ -12,8 +12,8 @@
experience=100 # Same as base unit
advances_to=Mage Commander
cost=60 # Considerably more expensive
description=_"This mage has gained some experience leading others into battle. As a result, level 1 units fight more effectively when they are adjacent to him."
{NOTE_MAGICAL}
description=_"This mage has gained some experience leading others into battle. As a result, level 1 units fight more effectively when they are adjacent to him."
{NOTE_MAGICAL}
{NOTE_LEADERSHIP}
[attack]
name=staff

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@ -16,9 +16,9 @@
movement=6 # A little faster
cost=125 # Rather more expensive
description=_"A Mage Magister, though equivalent in degree to a Great Mage, has special abilities of command and healing derived from extensive experience of battle."
{NOTE_MAGICAL}
{NOTE_LEADERSHIP}
{NOTE_HEALS}
{NOTE_MAGICAL}
{NOTE_LEADERSHIP}
{NOTE_HEALS}
[attack]
icon=attacks/staff-magic.png
name=staff

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@ -15,7 +15,7 @@
cost=15
usage=mixed fighter
description=_ "Trained in swordsmanship as a boy and the magical arts as a young man, Malin Keshar is talented at both but an expert in neither. Although not as powerful as other fighters in direct combat, Malins sharp wit often allows him to outsmart his foes without putting himself in much danger."
{NOTE_MAGICAL}
{NOTE_MAGICAL}
{DEFENSE_ANIM "units/apprentice-mage-defend.png" "units/apprentice-mage-sword.png" {SOUND_LIST:HUMAN_HIT} }
die_sound={SOUND_LIST:HUMAN_DIE}
[attack]

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@ -14,7 +14,7 @@
gender=male
usage=mixed fighter
description=_ "Under Darken Volks tutelage, Malin has become adept at wielding necromancy both as a tool to raise an army of undead, and as a means to increase his own, personal power. Malins focus on improving his magical prowess has left little time for him to improve his swordsmanship, but he still holds on to his short sword as his melee weapon of choice."
{NOTE_MAGICAL}
{NOTE_MAGICAL}
{NOTE_ARCANE}
{DEFENSE_ANIM "units/apprentice-necromancer-defend.png" "units/apprentice-necromancer.png" {SOUND_LIST:HUMAN_HIT} }
die_sound={SOUND_LIST:HUMAN_DIE}

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@ -15,7 +15,7 @@
cost=50
usage=mixed fighter
description= _ "Although Malins sword has grown rusty from lack of proper care, he continues to use it for melee combat, perhaps more as a keepsake than an effective weapon. His increasing skill with magic, however, is more than enough to compensate."
{NOTE_MAGICAL}
{NOTE_MAGICAL}
{NOTE_ARCANE}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dark-mage-defend.png" "units/dark-mage.png" {SOUND_LIST:HUMAN_HIT} }

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@ -21,7 +21,7 @@
[/abilities]
usage=mixed fighter
description= _ "At Wesnoths frontiers, all able-bodied men and women must be able to defend their homes in times of need. Men are most often trained in the use of sword or bow and are used as soldiers who withstand the brunt of orcish assaults to hold the raiders at bay. Women, instead, learn to use the staff and sling and are most effective as scouts and ambushers. The most proficient are powerful skirmishers and are highly adept at reconnaissance, allowing them to often outmaneuver and entrap orcish raiders."
{NOTE_SKIRMISHER}
{NOTE_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
[defend]
hits=miss

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@ -25,7 +25,7 @@
cost=35
usage=scout
description= _ "Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the ground by unholy magic to spread fear and destruction."
{NOTE_CHARGE}
{NOTE_CHARGE}
die_sound=skeleton-big-die.ogg
[attack]
name=axe

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@ -31,7 +31,7 @@
cost=19
usage=scout
description= _ "Once great warriors thundering across the plains, these mounted riders atop their skeletal horses were raised from the grave by unholy magic to spread fear and destruction."
{NOTE_SUBMERGE}
{NOTE_SUBMERGE}
die_sound={SOUND_LIST:SKELETON_DIE}
[abilities]
{ABILITY_SUBMERGE}

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@ -26,8 +26,8 @@
[/abilities]
usage=fighter
description= _ "A noble by birth, the Princess has learnt swordplay with the greatest generals and battle tactics with the greatest sages, making her both a great combatant and a leader. Now battle-hardened and strong of will, she can aid those around her in the art of combat."
{NOTE_LEADERSHIP}
{NOTE_INITIATIVE}
{NOTE_LEADERSHIP}
{NOTE_INITIATIVE}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
[attack]
name=sword
@ -123,9 +123,9 @@
[/abilities]
usage=fighter
description= _ "A noble by birth, the Princess has learnt swordplay with the greatest generals and battle tactics with the greatest sages, making her both a great combatant and a leader. Now battle-hardened and strong of will, she can aid those around her in the art of combat."{SPECIAL_NOTES}
{NOTE_LEADERSHIP}
{NOTE_INITIATIVE}
{NOTE_MAGICAL}
{NOTE_LEADERSHIP}
{NOTE_INITIATIVE}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
[attack]
name=sword

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@ -93,7 +93,7 @@
[/frame]
[/leading_anim]
description= _ "The rank of Commander is held by those who lead battle groups into combat. Possessing leadership skills, they give lower-level units in adjacent hexes improved performance in combat. Commanders are best skilled with the sword, although they also carry a bow to use when necessary. If the Commander is lost, so is the battle."{SPECIAL_NOTES}
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
{DEFENSE_ANIM_RANGE "units/konrad-commander-bow-defend.png" "units/konrad-commander-bow.png" {SOUND_LIST:HUMAN_HIT} ranged}
[variation]
@ -103,8 +103,8 @@
cost=60
{LEADING_ANIM "units/konrad-commander-scepter-leading.png" "units/konrad-commander-scepter.png" 17,-22}
description= _ "The rank of Commander is held by those who lead battle groups into combat. Possessing leadership skills, they give lower-level units in adjacent hexes improved performance in combat. Commanders are best skilled with the sword, although they also carry a bow to use when necessary. If the Commander is lost, so is the battle."
{NOTE_LEADERSHIP}
{NOTE_MAGICAL}
{NOTE_LEADERSHIP}
{NOTE_MAGICAL}
[attack]
name=sceptre of fire
# the sceptre of fire always has the 're' writing, this is intentional!

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@ -17,7 +17,7 @@
cost=35
usage=fighter
description= _ "The evil queen Asheviere has terrorized Wesnoth for many years. Her knowledge of magic makes her a worthy foe in combat, although her power is mostly derived from those she commands."
{NOTE_MAGICAL}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "units/human-queen-defend2.png" "units/human-queen-defend1.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack]

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@ -107,7 +107,7 @@
[/frame]
[/leading_anim]
description= _ "The noble leaders of many troops, Lords are especially strong in melee combat, and also possess skill with the bow. Like Commanders, Lords possess leadership skills, and improve the fighting ability of all adjacent lower-level units."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
{DEFENSE_ANIM_RANGE "units/konrad-lord-bow-defend.png" "units/konrad-lord-bow.png" {SOUND_LIST:HUMAN_HIT} ranged}
[variation]
{HTTT_LORD -scepter}
@ -116,8 +116,8 @@
cost=85
{LEADING_ANIM "units/konrad-lord-scepter-leading.png" "units/konrad-lord-scepter.png" -16,-21}
description= _ "The noble leaders of many troops, Lords are especially strong in melee combat, and also possess skill with the bow. Like Commanders, Lords possess leadership skills, and improve the fighting ability of all adjacent lower-level units."
{NOTE_LEADERSHIP}
{NOTE_MAGICAL}
{NOTE_LEADERSHIP}
{NOTE_MAGICAL}
{DEFENSE_ANIM_FILTERED "units/konrad-lord-scepter-defend.png" "units/konrad-lord-scepter.png" {SOUND_LIST:HUMAN_HIT} (
[filter_second_attack]
name=sceptre of fire

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@ -26,8 +26,8 @@
[/abilities]
usage=fighter
description= _ "A noble by birth, the Princess has learnt swordplay with the greatest generals and battle tactics with the greatest sages, making her both a great combatant and a leader. The units of lower level around the Princess will fight better due to her presence."
{NOTE_LEADERSHIP}
{NOTE_INITIATIVE}
{NOTE_LEADERSHIP}
{NOTE_INITIATIVE}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
[attack]
name=sword
@ -83,9 +83,9 @@
[/abilities]
usage=fighter
description= _ "A noble by birth, the Princess has learnt swordplay with the greatest generals and battle tactics with the greatest sages, making her both a great combatant and a leader. The units of lower level around the Princess will fight better due to her presence."
{NOTE_LEADERSHIP}
{NOTE_INITIATIVE}
{NOTE_MAGICAL}
{NOTE_LEADERSHIP}
{NOTE_INITIATIVE}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
[attack]
name=sword

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@ -25,7 +25,7 @@
cost=35
usage=scout
description= _ "Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the ground by unholy magic to spread fear and destruction."
{NOTE_CHARGE}
{NOTE_CHARGE}
die_sound=skeleton-big-die.ogg
[attack]
name=axe

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@ -24,8 +24,8 @@
[/abilities]
usage=fighter
description= _ "Sometimes the mightiest warriors and generals, cursed with hate and angst, came back to this world as Death Knights. Death Squires serve them whilst accruing enough unholy power to become Death Knights. In the process they pick up a good deal of the Knights power, including the ability to command underlings."
{NOTE_LEADERSHIP}
{NOTE_SUBMERGE}
{NOTE_LEADERSHIP}
{NOTE_SUBMERGE}
{DEFENSE_ANIM "units/undead-skeletal/deathsquire-defend.png" "units/undead-skeletal/deathsquire.png" {SOUND_LIST:SKELETON_HIT} }
die_sound={SOUND_LIST:SKELETON_DIE}
[attack]

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@ -15,7 +15,7 @@
cost=17
usage=mixed fighter
description= _ "Some mages are thrown out of the mages guild for attempting to practice forbidden arts. Now completely outside the law, these rogue mages do whatever is necessary to support their study of black magic. Although not as skilled as mages with more formal training, their magic can be quite lethal, while their banditry has resulted in moderate skill with the short sword."
{NOTE_MAGICAL}
{NOTE_MAGICAL}
{DEFENSE_ANIM "units/human-outlaws/rogue-mage-defend2.png" "units/human-outlaws/rogue-mage-defend1.png" {SOUND_LIST:HUMAN_OLD_HIT} }
die_sound={SOUND_LIST:HUMAN_DIE}
[attack]

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@ -19,8 +19,8 @@
{AMLA_DEFAULT}
usage=mixed fighter
description= _ "Few humans fathom the secrets of light and dark magic and retain their sanity. Those that can master that balance become Shadow Lords, fully existing neither in the world of light nor the world of darkness. No longer needing physical weapons, they are fearsome to both their enemies and those they lord over."
{NOTE_MAGICAL}
{NOTE_LEADERSHIP}
{NOTE_MAGICAL}
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
[standing_anim]
start_time=0

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@ -18,8 +18,8 @@
cost=39
usage=mixed fighter
description= _ "Years of violence and brutality to support the study of forbidden magical arts have turned the shadow mages into feared fighters. Now completely enthralled with power, they have been known to command small followings of henchmen. They are outmatched in direct magical combat with their magic-using peers, instead channeling their energies into devastating melee attacks. Despite their offensive power, the corruption in their souls has begun to adversely affect their health."
{NOTE_LEADERSHIP}
{NOTE_MAGICAL}
{NOTE_LEADERSHIP}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:HUMAN_DIE}
[standing_anim]
start_time=0

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@ -31,7 +31,7 @@
cost=19
usage=scout
description= _ "Once great warriors thundering across the plains, these mounted riders atop their skeletal horses were raised from the grave by unholy magic to spread fear and destruction."
{NOTE_SUBMERGE}
{NOTE_SUBMERGE}
die_sound={SOUND_LIST:SKELETON_DIE}
[abilities]
{ABILITY_SUBMERGE}

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@ -5,7 +5,7 @@
id=Water Serpent
[/base_unit]
description=_"The Water Serpent is a foe dire enough when encountered in the rivers and seas of the sunlit world, but his rare cave-dwelling kin are yet more terrible. Though their eyes are of little use in the stygian darkness of the deep caves where they dwell, they have become sensitive to even the tiniest sound that might indicate unwary prey in their domain, and will home in on it with remorseless efficiency."
{NOTE_POISON}
{NOTE_POISON}
# We used to deploy a Sea Serpent here. The poison ability from
# the Water Serpent base type should do a pretty good job of
# compensating for the fact that the main attack is 6 points

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@ -19,7 +19,7 @@
[/abilities]
hide_help=yes
description= _ "King of Wesnoth."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
{DEFENSE_ANIM "units/heroes/haldric-ii-defend.png" "units/heroes/haldric-ii.png" {SOUND_LIST:HUMAN_HIT} }
[attack]
name=sword

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@ -26,8 +26,8 @@
cost=16
usage=scout
description=""
{NOTE_SUBMERGE}
{NOTE_DEFENSE_CAP}
{NOTE_SUBMERGE}
{NOTE_DEFENSE_CAP}
[abilities]
{ABILITY_SUBMERGE}
[/abilities]

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@ -17,8 +17,8 @@
cost=28
usage=fighter
description= _ "Captains are masters in life, but in death they may be slaves to a necromancer. Through sheer force of habit, an undead captain continues to exude authority even if all his other memories have been lost."
{NOTE_LEADERSHIP}
{NOTE_SUBMERGE}
{NOTE_LEADERSHIP}
{NOTE_SUBMERGE}
die_sound=skeleton-big-die.ogg
{DEFENSE_ANIM "units/bone-captain.png" "units/bone-captain.png" {SOUND_LIST:SKELETON_BIG_HIT} }
[abilities]

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@ -15,7 +15,7 @@
cost=8
usage=fighter
description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of ones former comrades amongst their number is frightening to say the least."
{NOTE_PLAGUE}
{NOTE_PLAGUE}
die_sound={SOUND_LIST:ZOMBIE_WEAK_HIT}
{DEFENSE_ANIM "units/delinquent/zombie-shynal-defend.png" "units/delinquent/zombie-shynal.png" {SOUND_LIST:ZOMBIE_WEAK_HIT} }
hide_help=yes

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@ -18,10 +18,10 @@
cost=100
usage=mixed fighter
description= _ "An experienced lich can easily tap into the power of the spirit world and throw freezing lightning to devastating effect, or drain the very life force from a body. The power available to a lich like this is awesome to behold. Anyone who encounters an Ancient Lich likely has far worse things to worry about than death!"
{NOTE_MAGICAL}
{NOTE_DRAIN}
{NOTE_ARCANE}
{NOTE_SUBMERGE}
{NOTE_MAGICAL}
{NOTE_DRAIN}
{NOTE_ARCANE}
{NOTE_SUBMERGE}
die_sound=lich-die.ogg
{DEFENSE_ANIM "units/ancient-lich/ancient-lich-defend.png" "units/ancient-lich/ancient-lich.png" {SOUND_LIST:LICH_HIT} }
[movement_costs]

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@ -19,7 +19,7 @@
cost=21
usage=mixed fighter
description= _ "Orcish Shamans are the guardians of orcish magic. Respected among orcish tribes, they form the Orcish Council, which makes important decisions for the whole Orcish community and arbitrates the many conflicts that arise between tribes of this argumentative race. Although physically weak (for Orcs), Orcish Shamans are good spell casters and can curse their enemies, draining their life."
{NOTE_DRAIN}
{NOTE_DRAIN}
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcish-shaman-defend-2.png" "units/orcish-shaman-defend-1.png" {SOUND_LIST:ORC_HIT} }
[attack]

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@ -15,7 +15,7 @@
cost=26
usage=fighter
description= _ "Aboard his vessel, the captain is the ultimate authority, and all his orders must be instantly obeyed. A passenger or crew member crosses the captain at their peril, for he is within his rights to summarily execute criminals or mutineers."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/sea-captain.png" "units/sea-captain.png" {SOUND_LIST:HUMAN_HIT} }
[abilities]

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@ -9,7 +9,7 @@
alignment=chaotic
usage=fighter
description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of ones former comrades amongst their number is frightening to say the least."
{NOTE_PLAGUE}
{NOTE_PLAGUE}
die_sound={SOUND_LIST:ZOMBIE_WEAK_HIT}
[resistance]
arcane=140
@ -97,7 +97,7 @@
race=undead
level=0
alignment=chaotic
# Setting hide_help doesn't prevent the player from getting a profile in the recruit
# Setting hide_help doesn't prevent the player from getting a profile in the recruit
# dialog, so we need to deal with that.
description= _ "Choose this “unit” to get a list of available corpses."
[/unit_type]
@ -150,9 +150,9 @@
[unit_type]
id=SotA Flying Corpse_Gryphon
#textdomain wesnoth-sota
#textdomain wesnoth-sota
name= _ "Flying Corpse"
#textdomain wesnoth-units
#textdomain wesnoth-units
advances_to=SotA Soulless_Gryphon
profile=portraits/undead/zombie-gryphon.png
{UNIT_BODY_WALKING_CORPSE_STATS fly 5 21 9 ( _ "claws") "attacks/claws-animal.png" blade}
@ -198,9 +198,9 @@
[unit_type]
id=SotA Swimming Corpse
#textdomain wesnoth-sota
#textdomain wesnoth-sota
name= _ "Swimming Corpse"
#textdomain wesnoth-units
#textdomain wesnoth-units
advances_to=SotA Soulless_Swimmer
profile=portraits/undead/zombie-swimmer.png
{UNIT_BODY_WALKING_CORPSE_STATS swimmer 4 18 8 ( _ "touch") "attacks/touch-zombie.png" impact}
@ -307,9 +307,9 @@
[unit_type]
id=SotA Flying Corpse_Bat
#textdomain wesnoth-sota
#textdomain wesnoth-sota
name= _ "Flying Corpse"
#textdomain wesnoth-units
#textdomain wesnoth-units
advances_to=SotA Soulless_Bat
profile=portraits/undead/zombie-bat.png
{UNIT_BODY_WALKING_CORPSE_STATS fly 5 15 8 ( _ "fangs") "attacks/fangs-animal.png" blade}

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@ -12,7 +12,7 @@
cost=13
usage=fighter
description= _ "The technique of animating a dead body is unfortunately well-known in the dark arts; practitioners often use it to raise servants and soldiers from unwilling corpses. These shamblers are often numerous, but fragile; a touch of combat can waken them, though, making them far more formidable."
{NOTE_PLAGUE}
{NOTE_PLAGUE}
die_sound={SOUND_LIST:ZOMBIE_WEAK_HIT}
[resistance]
arcane=140

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@ -18,7 +18,7 @@
cost=21
usage=mixed fighter
description= _ "Orcish Shamans are the guardians of orcish magic. Respected among orcish tribes, they form the Orcish Council, which makes important decisions for the whole Orcish community and arbitrates the many conflicts that arise between tribes of this argumentative race. Although physically weak (for Orcs), Orcish Shamans are good spell casters and can curse their enemies, draining their life. Novice Shamans are still young and vigorous, but their spell-casting ability still needs improvement."
{NOTE_DRAIN}
{NOTE_DRAIN}
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/novice-orcish-shaman-defend-2.png" "units/novice-orcish-shaman-defend-1.png" {SOUND_LIST:ORC_HIT} }
[attack]

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@ -18,7 +18,7 @@
cost=21
usage=mixed fighter
description= _ "Orcish Shamans are the guardians of orcish magic. Respected among orcish tribes, they form the Orcish Council, which makes important decisions for the whole Orcish community and arbitrates the many conflicts that arise between tribes of this argumentative race. Although physically weak (for Orcs), Orcish Shamans are good spell casters and can curse their enemies, draining their life. Old Orcish Shamans are shamans that have mastered magic, although their physical strength has declined with age."
{NOTE_DRAIN}
{NOTE_DRAIN}
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/elder-orcish-shaman-defend-2.png" "units/elder-orcish-shaman-defend-1.png" {SOUND_LIST:ORC_HIT} }
[attack]

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@ -18,7 +18,7 @@
cost=21
usage=mixed fighter
description= _ "Orcish Shamans are the guardians of orcish magic. Respected among orcish tribes, they form the Orcish Council, which makes important decisions for the whole Orcish community and arbitrates the many conflicts that arise between tribes of this argumentative race. Although physically weak (for Orcs), Orcish Shamans are good spell casters and can curse their enemies, draining their life."
{NOTE_DRAIN}
{NOTE_DRAIN}
die_sound={SOUND_LIST:ORC_DIE}
{DEFENSE_ANIM "units/orcish-shaman-defend-2.png" "units/orcish-shaman-defend-1.png" {SOUND_LIST:ORC_HIT} }
[attack]

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@ -19,10 +19,10 @@
experience=80
advances_to=Dwarvish Loremaster
description= _ "Dwarvish Annalists are the historians of this ancient and proud race. They are few in number, and their very existence is not generally known to the other peoples of the Great Continent. To the abilities of the Witness they add, through the study of herb and mineral lore, the ability to cure poison."
{NOTE_SLOW}
{NOTE_UNPOISON}
{NOTE_INSPIRE}
{NOTE_MAGICAL}
{NOTE_SLOW}
{NOTE_UNPOISON}
{NOTE_INSPIRE}
{NOTE_MAGICAL}
[abilities]
{ABILITY_INSPIRE}
{ABILITY_UNPOISON}

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@ -21,11 +21,11 @@
usage=mixed fighter
{AMLA_DEFAULT}
description= _ "Loremasters are the sages of the dwarvish race. Their counsel is greatly valued by war-leaders and chieftains, and they are viewed with awe by ordinary dwarves, for they alone have plumbed the deepest and most closely-held secrets of dwarven knowledge. It is said that where a loremaster stands, there is the soul of the dwarves. To the abilities of the Annalist they add a limited ability to heal."
{NOTE_SLOW}
{NOTE_UNPOISON}
{NOTE_INSPIRE}
{NOTE_MAGICAL}
{NOTE_HEALS}
{NOTE_SLOW}
{NOTE_UNPOISON}
{NOTE_INSPIRE}
{NOTE_MAGICAL}
{NOTE_HEALS}
[abilities]
{ABILITY_INSPIRE}
{ABILITY_UNPOISON}

View file

@ -16,7 +16,7 @@
usage=fighter
#textdomain wesnoth-units
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}
{NOTE_BERSERK}
die_sound={SOUND_LIST:DWARF_DIE}
[standing_anim]
start_time=0

View file

@ -15,7 +15,7 @@
usage=fighter
#textdomain wesnoth-units
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}
{NOTE_STEADFAST}
die_sound={SOUND_LIST:DWARF_DIE}
[defense]
mountains=40

View file

@ -16,7 +16,7 @@
usage=fighter
#textdomain wesnoth-units
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}
{NOTE_STEADFAST}
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/masked_sentinel_defend2.png" "units/masked_sentinel_defend1.png" {SOUND_LIST:DWARF_HIT} }
[defense]

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@ -15,7 +15,7 @@
usage=fighter
#textdomain wesnoth-units
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}
{NOTE_STEADFAST}
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/masked_stalwart_defend2.png" "units/masked_stalwart_defend1.png" {SOUND_LIST:DWARF_HIT} }
[defense]

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@ -16,7 +16,7 @@
usage=fighter
#textdomain wesnoth-units
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}
{NOTE_BERSERK}
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/masked_ulfserker.png" "units/masked_ulfserker.png" {SOUND_LIST:DWARF_HIT} }
[defense]

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@ -25,7 +25,7 @@
hide_help=yes
do_not_list=yes
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}
{NOTE_MAGICAL}
{DEFENSE_ANIM "units/karrag-defend.png" "units/karrag.png" {SOUND_LIST:DWARF_HIT} }
die_sound={SOUND_LIST:DWARF_DIE}
[attack]
@ -78,8 +78,8 @@
do_not_list=no
#textdomain wesnoth-units
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}
{NOTE_ARCANE}
{NOTE_MAGICAL}
{NOTE_ARCANE}
{DEFENSE_ANIM "units/karrag-defend.png" "units/karrag.png" {SOUND_LIST:LICH_HIT} }
die_sound=lich-die.ogg
# empty attack tag to prevent overwriting the hammer attack

View file

@ -25,9 +25,9 @@
experience=32
advances_to=Dwarvish Annalist
description= _ "A Witness functions as the eyes of the dwarves history, a deep lore that they never share with outsiders. The presence of a Witness inspires dwarvish warriors with the knowledge that their deeds (and their deaths) will not go unrecorded. They learn a fighting style deliberately unlike that of their fellows, one designed to turn the vaunted strength of the dwarves against itself. The person of a Witness is considered sacred, and Witnesses are often used as envoys between dwarvish clans."
{NOTE_INSPIRE}
{NOTE_MAGICAL}
{NOTE_SLOW}
{NOTE_INSPIRE}
{NOTE_MAGICAL}
{NOTE_SLOW}
[abilities]
{ABILITY_INSPIRE}
[/abilities]

View file

@ -1,9 +1,9 @@
# Cutscene-only unit, has no need of fancy animations
[unit_type]
id=Elvish Champion Kalian
[base_unit]
id=Elvish Champion
[/base_unit]
image="units/kalian-elvish-champion.png"
id=Elvish Champion Kalian
[base_unit]
id=Elvish Champion
[/base_unit]
image="units/kalian-elvish-champion.png"
[/unit_type]

View file

@ -18,7 +18,7 @@
cost=38
usage=mixed fighter
description= _ "The rank of a noble Commander is held by those who lead battle groups into combat. Possessing leadership skills, they give lower-level units in adjacent hexes improved performance in combat. Commanders are best skilled with the sword, although they also carry a bow to use when necessary. If the Commander is lost, so is the battle."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/noble-commander-defend.png" "units/noble-commander.png" {SOUND_LIST:HUMAN_HIT} melee}
{DEFENSE_ANIM_RANGE "units/noble-commander-bow-defend.png" "units/noble-commander-bow.png" {SOUND_LIST:HUMAN_HIT} ranged}

View file

@ -19,7 +19,7 @@
cost=60
usage=mixed fighter
description= _ "The noble leaders of many troops, Lords are especially strong in melee combat, and also possess skill with the bow. Like Commanders, Lords possess leadership skills, and improve the fighting ability of all adjacent lower-level units."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/noble-lord-defend.png" "units/noble-lord.png" {SOUND_LIST:HUMAN_HIT} melee}
{DEFENSE_ANIM_RANGE "units/noble-lord-bow-defend.png" "units/noble-lord-bow.png" {SOUND_LIST:HUMAN_HIT} ranged}

View file

@ -17,7 +17,7 @@
cost=60
usage=mixed fighter
description= _ "Cold and beautiful, she maintains her eternal youthful appearance drinking the blood of the living."
{NOTE_DRAIN}
{NOTE_DRAIN}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
[attack]
name=blood kiss

View file

@ -9,7 +9,7 @@
{ABILITY_LEADERSHIP}
[/abilities]
description= _ "As the leaders of the human Kingdoms, Kings are responsible for ruling and protecting their subjects. Kings can coordinate the attacks of level 1 and 2 units, thereby increasing their fighting efficiency."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
# This is a somewhat elderly royal warrior
die_sound={SOUND_LIST:HUMAN_OLD_DIE}
{DEFENSE_ANIM "units/human-loyalists/royal-warrior-defend.png" "units/human-loyalists/royal-warrior.png" {SOUND_LIST:HUMAN_OLD_HIT} }

View file

@ -19,8 +19,8 @@
cost=36
usage=mixed fighter
description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldrics people was being lost. This outcast still conserves her nobleness in her veins and on the battlefield she has earned valuable experience, which continues increasing with time, as does her natural leadership."
{NOTE_DISTRACT}
{NOTE_LEADERSHIP}
{NOTE_DISTRACT}
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
[defend]
hits=miss

View file

@ -20,8 +20,8 @@
cost=60
usage=mixed fighter
description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldrics people was being lost. This outcast still conserves her nobleness in her veins and on the battlefield she has earned valuable experience, which continues increasing with time, as does her natural leadership."
{NOTE_DISTRACT}
{NOTE_LEADERSHIP}
{NOTE_DISTRACT}
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
[defend]
hits=miss

View file

@ -19,8 +19,8 @@
cost=18
usage=mixed fighter
description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldrics people was being lost. This outcast still conserves her nobleness in her veins and on the battlefield she has earned valuable experience, which she can lend to her people for turning a fight in their favor."
{NOTE_DISTRACT}
{NOTE_LEADERSHIP}
{NOTE_DISTRACT}
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
[defend]
hits=miss

View file

@ -23,9 +23,9 @@
cost=30
usage=mixed fighter
description= _ "Named Eyestalks for obvious reasons, these plant-like creatures can focus their gaze onto an unsuspecting victim to draw life energy straight out of them to replenish their own. While almost defenseless against melee attacks, its deadly gaze from afar is not to be underestimated."
{NOTE_DRAIN}
{NOTE_REGENERATES}
{NOTE_ARCANE}
{NOTE_DRAIN}
{NOTE_REGENERATES}
{NOTE_ARCANE}
{DEFENSE_ANIM "units/eyestalk-attack-1.png" "units/eyestalk.png" wose-hit.ogg }
[abilities]
{ABILITY_REGENERATES}

View file

@ -23,8 +23,8 @@
{ABILITY_LEADERSHIP}
[/abilities]
description= _ "Leaders of the border guards, mounted commanders command the garrisons that keep peace in the outermost provinces of Wesnoth. As effective leaders and powerful warriors, these men patrol the countryside and eliminate any and all threats to peace in the frontier villages."
{NOTE_LEADERSHIP}
{NOTE_CHARGE}
{NOTE_LEADERSHIP}
{NOTE_CHARGE}
die_sound=horse-die.ogg
[attack]
name=lance

View file

@ -24,8 +24,8 @@
[/abilities]
usage=fighter
description= _ "Veteran commanders have faced battle many times and led their men with steady hands and calm determination."
{NOTE_LEADERSHIP}
{NOTE_SLOW}
{NOTE_LEADERSHIP}
{NOTE_SLOW}
die_sound={SOUND_LIST:HUMAN_DIE}
[attack]
name=glaive

View file

@ -23,7 +23,7 @@
[/abilities]
usage=fighter
description= _ "Commanders of the infantry of Wesnoth are responsible for the garrison and defense of the border towns and villages. They are drawn from the ranks of veteran soldiers, not nobility, and all have shown leadership and courage in battle."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
[attack]
name=glaive

View file

@ -23,7 +23,7 @@
{ABILITY_LEADERSHIP}
[/abilities]
description= _ "At scarcely 17 or 18 years of age, squires are not yet full knights, but still have the knowledge and skill to master their mounts whilst in full panoply. Talented squires are sometimes given command of small units in Wesnoth' s army, where they gain experience leading fellow troops and honing their prowess in battle."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
die_sound=horse-die.ogg
[attack]
name=spear

View file

@ -24,8 +24,8 @@
{ABILITY_LEADERSHIP}
[/abilities]
description= _ "Switching seamlessly between lance and mace, mounted generals boast tremendous skill in individual combat and can hold their own against even the most powerful opposition. They are masters of their mounts, able to cover great distances quickly on their patrols, and have keen eyes for detecting and eliminating all manner of perilous dangers. Their greatest strength, however, lies in their ability to inspire great courage in their men, who fight fearlessly and tenaciously under their command."
{NOTE_LEADERSHIP}
{NOTE_CHARGE}
{NOTE_LEADERSHIP}
{NOTE_CHARGE}
die_sound=horse-die.ogg
[attack]
name=lance

View file

@ -28,7 +28,7 @@
[/abilities]
usage=fighter
description= _ "In this new harsh world, might often makes right and these commanders are strong enough to rise to positions of leadership. Leading small groups of warriors, commanders rally their troops around them and show no mercy to their enemies, striking fiercely with both sword and bow."
{NOTE_LEADERSHIP}
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
[attack]
name=sword

View file

@ -37,7 +37,7 @@
usage=fighter
do_not_list=yes
description= _ "This thing is impossible to describe, no one has seen anything like it before."
{NOTE_MAGICAL}
{NOTE_MAGICAL}
{DEFENSE_ANIM_FILTERED ("units/alien/core-compact.png") ("units/alien/core-compact.png") ("wail.wav") (direction=n,ne,se,s)}
{DEFENSE_ANIM_FILTERED ("units/alien/core-compact.png~FL(horiz)") ("units/alien/core-compact.png~FL(horiz)") ("wail.wav") (direction=nw,sw)}
@ -94,15 +94,15 @@
hide_help=yes
do_not_list=yes
[abilities]
[regenerate]
value=100
id=regenerates_yec
name= _ "alien regenerates"
female_name= _ "female^alien regenerates"
description= _ "The unit will heal itself 100 HP per turn. If it is poisoned, it will remove the poison instead of healing."
affect_self=yes
poison=cured
[/regenerate]
[regenerate]
value=100
id=regenerates_yec
name= _ "alien regenerates"
female_name= _ "female^alien regenerates"
description= _ "The unit will heal itself 100 HP per turn. If it is poisoned, it will remove the poison instead of healing."
affect_self=yes
poison=cured
[/regenerate]
[/abilities]
[/unit_type]

View file

@ -31,7 +31,7 @@
usage=fighter
do_not_list=yes
description= _ "This thing is impossible to describe, no one has seen anything like it before."
{NOTE_MAGICAL}
{NOTE_MAGICAL}
die_sound=wail.wav
{DEFENSE_ANIM_FILTERED ("units/alien/spire.png") ("units/alien/spire.png") ("wail-sml.wav") (direction=n,ne,se,s)}
{DEFENSE_ANIM_FILTERED ("units/alien/spire.png~FL(horiz)") ("units/alien/spire.png~FL(horiz)") ("wail-sml.wav") (direction=nw,sw)}

View file

@ -13,9 +13,9 @@
alignment=neutral
cost=20
description= _ "A swirl of dust and desert sand, quick as a wind, impossible to spot when resting and as dangerous as sand storm when riled."
{NOTE_MAGICAL}
{NOTE_SWARM}
{NOTE_ARCANE}
{NOTE_MAGICAL}
{NOTE_SWARM}
{NOTE_ARCANE}
{DEFENSE_ANIM "units/monsters/dust-devil.png" "units/monsters/dust-devil.png" wose-hit.ogg }
die_sound=groan.wav
movement_type=undeadfly

View file

@ -22,7 +22,7 @@
cost=30
usage=fighter
description= _ "Incredibly strong constructs, flesh golems are created by powerful necromancers from the bodies of fallen warriors. Though these golems dutifully follow every command, and attack their enemies with ceaseless rage, the madness that possesses them has occasionally caused them to turn on their masters."
{NOTE_BERSERK}
{NOTE_BERSERK}
{DEFENSE_ANIM "units/monsters/flesh-golem-defend.png" "units/monsters/flesh-golem.png" {SOUND_LIST:TROLL_HIT} }
die_sound={SOUND_LIST:TROLL_HIT}
[attack]

View file

@ -16,7 +16,7 @@
cost=15
usage=archer
description= _ "Naga Hunters are Naga who are skilled at hunting with a bow. Since the naga are naturally resistant to poison, they have no qualms about hunting with poisoned arrows. These two foot long shafts, tipped with a potent poison, have been known to slay many kinds of prey."
{NOTE_POISON}
{NOTE_POISON}
die_sound=naga-die.ogg
{DEFENSE_ANIM_RANGE "units/nagas/hunter-melee-defend.png" "units/nagas/hunter-attack-melee-1.png" {SOUND_LIST:NAGA_HIT} melee}
{DEFENSE_ANIM_RANGE "units/nagas/hunter-defend.png" "units/nagas/hunter.png" {SOUND_LIST:NAGA_HIT} ranged}

View file

@ -17,7 +17,7 @@
cost=25
usage=fighter
description= _ "The Dark Assassin appears and disappears at a moments notice. No one knows where he came from or why he acts the way he does, but the trail of death he leaves in his wake is unmistakeable."
{NOTE_POISON}
{NOTE_POISON}
[defend]
start_time=-150
sound_start_time=-25

View file

@ -19,7 +19,7 @@
cost=18
usage=scout
description= _ "With the open sands providing much less protection than the old forests did, the wide ranks of elvish archers that once formed the core of the elvish military have all but disappeared. Instead, the few who still dedicate themselves to the traditional weapon of their ancestors practice the art from the saddle, allowing them to more easily avoid the perils of melee combat."
{NOTE_DISENGAGE}
{NOTE_DISENGAGE}
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}

View file

@ -22,8 +22,8 @@
cost=15
usage=fighter
description= _ "Standing at the forefront of most Quenoth spear lines, Champions are those who have mastered the use of the glaive to near perfection. Perhaps only slightly lacking in finesse in strategy, these elves more than compensate with raw power and can force their way through all but the most secure of defenses."
{NOTE_FORMATION}
{NOTE_FIRSTSTRIKE}
{NOTE_FORMATION}
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_FORMATION}

View file

@ -17,8 +17,8 @@
usage=fighter
do_not_list=yes
description= _ "Imbued with a dark spirit these corrupted elves combine unhuman strength with potent magics to create formidable opponents. Though the elvish body often decays quickly, these abominations are potent weapons of the undead lords."
{NOTE_FIRSTSTRIKE}
{NOTE_MAGICAL}
{NOTE_FIRSTSTRIKE}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:ELF_HIT}
[attack]
name=glaive

View file

@ -20,8 +20,8 @@
usage=null
do_not_list=yes
description= _ "Divine Avatars only appear in time of great need. Forms of the Gods themselves, made real in this world for a time, blessed are those who are lucky enough to view such images of power and perfection."
{NOTE_ARCANE}
{NOTE_MAGICAL}
{NOTE_ARCANE}
{NOTE_MAGICAL}
{DEFENSE_ANIM "halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0)" "halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0)" magicmissile.wav}
die_sound=magic-holy-miss-2.ogg
[attack]

View file

@ -11,8 +11,8 @@
level=3
do_not_list=yes
description= _ "Divine Incarnations are said to be the closest thing to a gods actual presence in this world. They can be both awe-inspiring and terrifying."
{NOTE_ARCANE}
{NOTE_MAGICAL}
{NOTE_ARCANE}
{NOTE_MAGICAL}
[attack]
damage=9
[/attack]

View file

@ -20,9 +20,9 @@
{UTBS_ABILITY_CURES}
[/abilities]
description= _ "Worshippers of the Goddess of Light, Eloh, Druids are considered mysterious even by other elves of the same order. Part of this stems from the Druids unusual connection with nature, something nearly wholly absent in a world pervaded by scorched sand. In a brutish world where others train themselves for combat and survival, these elves are the few who remain as healers and caretakers."
{NOTE_UTBS_CURES}
{NOTE_DAZE}
{NOTE_MAGICAL}
{NOTE_UTBS_CURES}
{NOTE_DAZE}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=staff

View file

@ -21,8 +21,8 @@
cost=15
usage=fighter
description= _ "Long ago, during more prosperous times, Elven warriors favored the use of swords as more elegant, versatile weapons compared to other melee armaments. However, in recent times, the dearth of supplies for smithing has reduced the availability of blade-crafting, necessitating the fashioning of cheaper, more easily repaired weaponry. Quenoth Fighters are remarkably skilled in coordinated groups, where they can counteract the lack of more sophisticated weaponry by forming robust spear ranks capable of repelling nearly any frontal assault."
{NOTE_FORMATION}
{NOTE_FIRSTSTRIKE}
{NOTE_FORMATION}
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_FORMATION}

View file

@ -30,8 +30,8 @@
cost=18
usage=mixed fighter
description= _ "The prestigious Flagbearers spend years out in the open deserts leading their brethren on patrols and hunts, where they forage for supplies while defending their villages from brigands. They are invariably masters of skirmishes and tactics, highly proficient at roaming through the inhospitable sands. Rarely the leaders of large villages or armies, Flagbearers nonetheless have the skill and charisma to act as generals in times of need, when the elves are threatened by something more than mere scavengers or wild beasts."
{NOTE_LEADERSHIP}
{NOTE_SHOCK}
{NOTE_LEADERSHIP}
{NOTE_SHOCK}
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[abilities]
{ABILITY_LEADERSHIP}

View file

@ -21,8 +21,8 @@
cost=15
usage=fighter
description= _ "Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cutthroat conflicts, Flankers even rely on the use of poison — a tool whose use was frowned on by their ancestors — to cripple their foes before charging in for the finish."
{NOTE_SKIRMISHER}
{NOTE_POISON}
{NOTE_SKIRMISHER}
{NOTE_POISON}
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_SKIRMISHER}

View file

@ -22,8 +22,8 @@
description= _ "In times past, the elves supremacy at archery was unquestioned among the other races of the Great Continent. With archery being less viable in a land of scarce cover, however, the skills of the few remaining elven bowmen became suspect, to the point that even their brethren began to believe that archery was more of an outdated relic than a practical tool for battle.
A simple glance at a Quenoth Marksman in action would be enough to dispel this foolish train of thought. Capable of the same legendary feats as their ancestors, these master archers can achieve the same speed and precision as the Sharpshooters of old, all while in full gallop on horseback."
{NOTE_DISENGAGE}
{NOTE_MARKSMAN}
{NOTE_DISENGAGE}
{NOTE_MARKSMAN}
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}

View file

@ -20,8 +20,8 @@
{UTBS_ABILITY_HEALS}
[/abilities]
description= _ "Like their ancestors, Quenoth Mystics are those who devote themselves to the natural energies that flow through body of Irdya. In the harsh, barren wastelands, however, these elves can no longer rely on the once vast forests from which their forebears drew much of their strength. Instead, sand and sun are the source of the elves new powers, which they employ to great effect in their homes in the deserts."
{NOTE_UTBS_HEALS}
{NOTE_DAZE}
{NOTE_UTBS_HEALS}
{NOTE_DAZE}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=staff

View file

@ -20,8 +20,8 @@
cost=18
usage=scout
description= _ "Described as riders who rush like the wind, Outriders breeze across the sands at unmatched speeds. Unlike their lesser brethren, Outriders train themselves for direct combat, wielding sword and bola to strike at injured units and exposed flanks where enemy lines are weakest. A group of these riders is especially dangerous, for against them, both retreat and attrition are futile, a prospect that is only ruinous in the inhospitable desert."
{NOTE_DISENGAGE}
{NOTE_SLOW}
{NOTE_DISENGAGE}
{NOTE_SLOW}
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}

View file

@ -19,8 +19,8 @@
cost=18
usage=scout
description= _ "In times past, turning and fleeing from an engagement was a risky tactic, for there were few means to avoid or block enemy archers shooting from behind. In the desert, however, unstable footing and lack of cover make it far more challenging for most fighters to strike from range. The elusive Pathfinders make use of this by riding the exceptionally agile dustboks, who are highly adapted to traversing the dunes and can evade most attacks with their swift movements. The difficulty in pinning these riders down often tries the patience of their enemies, who are provoked into recklessly giving chase — inevitably into many a deadly trap."
{NOTE_DISENGAGE}
{NOTE_SLOW}
{NOTE_DISENGAGE}
{NOTE_SLOW}
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}

View file

@ -41,7 +41,7 @@ The orcs ambushed me near the oasis at twilight. I had to flee into the desert,
-----------------------
I woke up today in the village, tired, but alive. My friends told me that the Tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Elohs grace that I happened upon such a loyal companion. She is my savior, my watchful guardian, a blessing from the Goddess herself. I think I will call her Nala, meaning Protector in our tongue. I am sure we will have many more adventures together."
{NOTE_STEADFAST}
{NOTE_STEADFAST}
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[abilities]
{ABILITY_STEADFAST}

View file

@ -22,8 +22,8 @@
cost=50
usage=fighter
description= _ "The title Ranger is a little misleading, for these agile elves have little in common with the more pacifistic explorers of nature that once bore the same title. They, instead, are expert fighters who specifically seek combat in order to better hone their skirmishing skills. While they do not possess the brute force of their warrior counterparts, Quenoth Rangers are more proficient at navigating through chaotic fights and are capable of darting in and out of enemy lines to assassinate injured targets. Their masterful use of poison and formidable swordsmanship make these elves especially deadly in the harsh desert terrain, where fewer options to retreat are available."
{NOTE_SKIRMISHER}
{NOTE_POISON}
{NOTE_SKIRMISHER}
{NOTE_POISON}
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_SKIRMISHER}

View file

@ -16,7 +16,7 @@
cost=17
usage=scout
description= _ "Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practiced skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen."
{NOTE_DISENGAGE}
{NOTE_DISENGAGE}
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}

View file

@ -20,9 +20,9 @@
{UTBS_ABILITY_CURES}
[/abilities]
description= _ "Like the elves of old, many Quenoth elves seek to study the art of medicine and healing rather than hone their abilities in direct battle. Shamans are highly knowledgeable about the sparse plant-life scattered across the deserts and even possess some ability to bolster crop growth, an invaluable skill in a land with few resources. The capacity to foster flora in such an inhospitable environment is a sign of hope as well, a chance that nature might one day rise from its sandy grave and bloom again."
{NOTE_UTBS_CURES}
{NOTE_DAZE}
{NOTE_MAGICAL}
{NOTE_UTBS_CURES}
{NOTE_DAZE}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=staff

View file

@ -23,9 +23,9 @@
description= _ "From the teachings of Analia, the healer of the Emerald Blossom:
“... by embracing the path to the faerie, we must step past the boundary of flesh and magic to become a being of them both. As surely as the physical form binds the blood that gives us life, it must bind the energy that governs our world, that which is the flowing wind, the cycle of day and night, the endless march of time... We are the physical form, but we are timeless spirits as well, beings touched by that which is faerie. That realm is one that endures through the aeons, whether it takes on the form of nature, of fire, or of sand, it is always there. As it is mutable, so must we be, for the power of faerie is that to transmute the flesh of our world, from sand to earth, from scorched wasteland to life.”"
{NOTE_UTBS_CURES}
{NOTE_DAZE}
{NOTE_MAGICAL}
{NOTE_UTBS_CURES}
{NOTE_DAZE}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=staff

View file

@ -34,7 +34,7 @@
cost=18
usage=mixed fighter
description= _ "When encountering wild Taurochs, Quenoth hunters often observe the curious behavior of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these Taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall."
{NOTE_STEADFAST}
{NOTE_STEADFAST}
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[abilities]
{ABILITY_STEADFAST}

View file

@ -20,8 +20,8 @@
{UTBS_ABILITY_HEALS}
[/abilities]
description= _ "Faerie and elven magic have oft been aptly associated with life, from which they draw the majority of their power. However, with the death of much of Irdyas wildlife, the Quenoth Elves were forced to seek another source for their sorcery. In time, they learned how to harness the power of the twin suns, Sela and Naia, which razed the once sprawling forests of Irdya to ashes, but still spring the energy that sparks all life. Those who master this new form of magic sing of the dual nature of these embodiments of fire: flames that are both life and lifes demise."
{NOTE_UTBS_HEALS}
{NOTE_MAGICAL}
{NOTE_UTBS_HEALS}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=touch

View file

@ -23,9 +23,9 @@
{ABILITY_ILLUMINATES}
[/abilities]
description= _ "In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smolder with destruction."
{NOTE_UTBS_HEALS}
{NOTE_MAGICAL}
{NOTE_ILLUMINATES}
{NOTE_UTBS_HEALS}
{NOTE_MAGICAL}
{NOTE_ILLUMINATES}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=touch

View file

@ -29,8 +29,8 @@
cost=18
usage=mixed fighter
description= _ "The massive and fearless Taurochs are often employed not only to charge and break through enemy formations, but to rally and inspire infantry to hold their ground. Vanguards are hardy riders, adept at surviving in the thick of battle and leading their brethren from the front lines. Towering above the rolling dunes, the Vanguards bear great flags that fly brightly in the desert skies, a distinctive sight even from far away across the sands. The presence of these riders is a heartening one for most elves and a deterrent for the many pillagers that rove the deserts."
{NOTE_LEADERSHIP}
{NOTE_SHOCK}
{NOTE_LEADERSHIP}
{NOTE_SHOCK}
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[abilities]
{ABILITY_LEADERSHIP}

View file

@ -21,8 +21,8 @@
cost=15
usage=fighter
description= _ "When compared to a spear, a glaive is often a shorter weapon with less reach, but more versatile in use. An experienced fighter can use the head to hook or pin enemy weapons and strike from unusual angles, allowing them to catch an unwary opponent by surprise. In formation, Quenoth Warriors bear these somewhat unorthodox weapons to both strike with great power and to support their nearby brethren."
{NOTE_FORMATION}
{NOTE_FIRSTSTRIKE}
{NOTE_FORMATION}
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_FORMATION}

View file

@ -16,8 +16,8 @@
description= _ "It is one of the greater mercies of creation that a human soul is immutable, and cannot be destroyed. However, the many things a necromancer can do, despite this, are entirely horrifying.
Trapped within a shroud of vile enchantments, a spirit likens unto the wind in the sails of a ship. The contrivance that results from this prison is an unfailing servant, which can be bound to whatever task their master sees fit."
{NOTE_DRAIN}
{NOTE_SPIRIT}
{NOTE_ARCANE}
{NOTE_DRAIN}
{NOTE_SPIRIT}
{NOTE_ARCANE}
{NOTE_ETHEREAL}
[/unit_type]

View file

@ -18,9 +18,9 @@
[/hides]
[/abilities]
description= _ "The purpose of the masks that these creatures wear is unknown, as is the countenance that they obscure. These terrible forms are rarely seen by the living, and those who live to speak of them had no leisure to study their foe."
{NOTE_BACKSTAB}
{NOTE_SPIRIT}
{NOTE_SKIRMISHER}
{NOTE_BACKSTAB}
{NOTE_SPIRIT}
{NOTE_SKIRMISHER}
{NOTE_ETHEREAL}
[special_note]
note=_"SPECIAL_NOTE^Unlike normal Nightgaunts, Ethereal Nightgaunts cannot hide at night."

View file

@ -21,9 +21,9 @@
description= _ "When light came into the world and gave form to the unknown, fear was forced to retreat into darkness. Since that day, the shadows of the world have held terror for humanity, though it knows not why.
That is a question which is easily answered by a necromancer."
{NOTE_BACKSTAB}
{NOTE_SPIRIT}
{NOTE_SKIRMISHER}
{NOTE_BACKSTAB}
{NOTE_SPIRIT}
{NOTE_SKIRMISHER}
{NOTE_ETHEREAL}
[special_note]
note=_"SPECIAL_NOTE^ Unlike normal Shadows, Ethereal Shadows cannot hide at night."

View file

@ -14,7 +14,7 @@
description= _ "Sometimes called the hollow men, spectres form the right arm of their masters power. These abominations are a rightful terror to the living, and keep a sleepless vigil over their masters domain.
The creation of these is no mean feat; the real danger in encountering one is that it is likely only the harbinger of a much more dangerous force that will follow in its wake."
{NOTE_DRAIN}
{NOTE_SPIRIT}
{NOTE_DRAIN}
{NOTE_SPIRIT}
{NOTE_ETHEREAL}
[/unit_type]

View file

@ -15,7 +15,7 @@
description= _ "These tortured forms of what were once warriors are among the most terrifying things a necromancer can create, for a sword will cleave right through them, as through air itself. What inspires such fear is the thought that these beasts are invincible, a belief that is actually far from the truth.
Because of this, a means was made by which the enchantments that drive these creatures could renew themselves through the very thing which threatened them."
{NOTE_DRAIN}
{NOTE_DRAIN}
{NOTE_SPIRIT}
{NOTE_ETHEREAL}
[/unit_type]

View file

@ -14,7 +14,7 @@
[/movement_costs]
experience=30
description= _ "Haunts are the tortured souls of those who have died suddenly and never been laid to rest. Paralyzed by the shock of their death, they are cursed to forever haunt the place of their death and relive their final moments over and over and over."
{NOTE_DRAIN}
{NOTE_SPIRIT}
{NOTE_ARCANE}
{NOTE_DRAIN}
{NOTE_SPIRIT}
{NOTE_ARCANE}
[/unit_type]

View file

@ -16,9 +16,9 @@
cost=62
usage=fighter
description= _ "No one is quite sure how spider liches are created, but they are a horrific sight to behold. Crawling around on huge skeletal legs, and wielding huge magical staves, these abominations are fearsome undead foes. "
{NOTE_DRAIN}
{NOTE_MAGICAL}
{NOTE_ARCANE}
{NOTE_DRAIN}
{NOTE_MAGICAL}
{NOTE_ARCANE}
die_sound=lich-die.ogg
[attack]
name=touch

View file

@ -32,7 +32,7 @@
cost=32
usage=fighter
description=_ "As Tuskers age, their already formidable teeth grow longer and more numerous. A mature boar gorer is a valuable asset to any farmer. An angry boar gorer is a challenge even to the best hunters"
{NOTE_CHARGE}
{NOTE_CHARGE}
die_sound=tusker-die.ogg
[movement_anim]
[frame]

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