#textdomain wesnoth-help #define SPECIAL_NOTES _" Special Notes:"#enddef #define SPECIAL_NOTES_SPIRIT _" Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef #define SPECIAL_NOTES_ARCANE _" This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef #define SPECIAL_NOTES_HEALS _" This unit is capable of basic healing."#enddef #define SPECIAL_NOTES_EXTRA_HEAL _" This unit is capable of rapid healing."#enddef #define SPECIAL_NOTES_CURES _" This unit is capable of healing those around it, and curing them of poison."#enddef #define SPECIAL_NOTES_UNPOISON _" This unit is capable of neutralizing the effects of poison in units around it."#enddef #define SPECIAL_NOTES_REGENERATES _" This unit regenerates, which allows it to heal as though always stationed in a village."#enddef #define SPECIAL_NOTES_STEADFAST _" The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef #define SPECIAL_NOTES_LEADERSHIP _" The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level."#enddef #define SPECIAL_NOTES_SKIRMISHER _" This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them."#enddef #define SPECIAL_NOTES_ILLUMINATES _" Illumination increases the lighting level in adjacent areas."#enddef #define SPECIAL_NOTES_TELEPORT _" This unit can use one move to teleport between any two empty villages controlled by its side."#enddef #define SPECIAL_NOTES_AMBUSH _" In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef #define SPECIAL_NOTES_NIGHTSTALK _" This unit is able to hide at night, leaving no trace of its presence."#enddef #define SPECIAL_NOTES_CONCEALMENT _" This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it."#enddef #define SPECIAL_NOTES_SUBMERGE _" This unit can move unseen in deep water, requiring no air from the surface."#enddef #define SPECIAL_NOTES_FEEDING _" This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."#enddef #define SPECIAL_NOTES_BERSERK _" Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef #define SPECIAL_NOTES_BACKSTAB _" If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy."#enddef #define SPECIAL_NOTES_PLAGUE _" Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village."#enddef #define SPECIAL_NOTES_SLOW _" This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef #define SPECIAL_NOTES_PETRIFY _" The ability to turn the living to stone makes this unit extremely dangerous."#enddef #define SPECIAL_NOTES_MARKSMAN _" This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef #define SPECIAL_NOTES_MAGICAL _" This unit has magical attacks, which always have a high chance of hitting an opponent."#enddef #define SPECIAL_NOTES_SWARM _" The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef #define SPECIAL_NOTES_CHARGE _" Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef #define SPECIAL_NOTES_DRAIN _" During battle, this unit can drain life from victims to renew its own health."#enddef #define SPECIAL_NOTES_FIRSTSTRIKE _" The length of this unit’s weapon allows it to strike first in melee, even in defense."#enddef #define SPECIAL_NOTES_POISON _" The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures."#enddef