[language] EASY= _ "Easy" NORMAL= _ "Medium" HARD= _ "Hard" lawful_description= _ "Lawful units fight better during the day, and worse at night. Day: +25% Damage Night: -25% Damage" neutral_description= _ "Neutral units are unaffected by day and night, fighting equally well under both conditions." chaotic_description= _ "Chaotic units fight better at night, and worse during the day. Day: -25% Damage Night: +25% Damage" # Ability descriptions ambush_description= _ "Ambush: This unit can hide in forest, and remain undetected by its enemies. Enemy units cannot see or attack this unit when it is in forest, except for any turn immediately after this unit has attacked, or if there are enemy units next to this unit." ability_ambush= _ "ambush" cures_description= _ "Cures: This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield. This unit will care for all adjacent friendly units that are injured at the beginning of each turn. A unit cared for by a curer may heal up to 8 HP per turn. A curer may heal a total of 18 HP per turn, for all units it cares for. A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison." ability_cures= _ "cures" heals_description= _ "Heals: Allows the unit to heal adjacent friendly units at the beginning of each turn. A unit cared for by a healer may heal up to 4 HP per turn. A healer may heal a total of 8 HP per turn, for all units it cares for. A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure." ability_heals= _ "heals" illuminates_description= _ "Illuminates: This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse. Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk." ability_illuminates= _ "illuminates" leadership_description= _ "Leadership: This unit can lead friendly units that are next to it, making them fight better. Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels." ability_leadership= _ "leadership" loyal_description= _ "Loyal: Never more than 1 upkeep." ability_loyal= _ "loyal" nightstalk_description= _ "Nightstalk: The unit becomes invisible during night. Enemy units cannot see or attack this unit at night, except for any turn immediately after this unit has attacked, or if there are enemy units next to this unit." ability_nightstalk= _ "nightstalk" regenerates_description= _ "Regenerates: The unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing." ability_regenerates= _ "regenerates" skirmisher_description= _ "Skirmisher: This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control. (Exception: if you stop in an enemy zone of control, your remaining movement will be set to 0 even if you are a skirmisher.)" ability_skirmisher= _ "skirmisher" steadfast_description= _ "Steadfast: This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected." ability_steadfast= _ "steadfast" teleport_description= _ "Teleport: This unit may teleport between any two friendly villages using one of its moves." ability_teleport= _ "teleport" # Weapon special effect descriptions weapon_special_backstab_description= _ "Backstab: This attack deals double damage if a friendly unit is on the opposite side of the target. (This doesn't work with allied units.)" weapon_special_berserk_description= _ "Berserk: Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred." weapon_special_charge_description= _ "Charge: This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack." weapon_special_drain_description= _ "Drain: This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down)." weapon_special_firststrike_description= _ "First Strike: This unit always strikes first with this attack, even if they are defending." weapon_special_magical_description= _ "Magical: This attack always has a 70% chance to hit." weapon_special_marksman_description= _ "Marksman: When used offensively, this attack always has at least a 60% chance to hit." weapon_special_plague_description= _ "Plague: When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)" weapon_special_poison_description= _ "Poison: This attack poisons the target. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP." weapon_special_slow_description= _ "Slow: This attack slows the target. Slowed units move at half normal speed and receive one less attack than normal in combat until the end of their controllers' turn." weapon_special_stone_description= _ "Stone: This attack turns the target to stone. Units that have been turned to stone may not move or attack." # Races elves= _ "Elves" humans= _ "Humans" orcs= _ "Orcs" undead= _ "race^Undead" #naming of terrain features bridge_name= _ "$name's Bridge,$name's Crossing" road_name= _ "$name's Highway,$name's Pass,Path of $name" river_name= _ "$name River,River $name" forest_name= _ "$name Forest,$name's Forest" lake_name= _ "$name Lake" village_name= _ "$name|bury,$name|ham,$name|ton" village_name_lake= _ "$name|harbor,$name|port" village_name_river= _ "$name|ham,$name|ford,$name|cross,$river|ford,$river|cross" village_name_river_bridge= _ "$river|bridge,$river|bridge,$river|bridge,$name|ham,$name|bridge" village_name_grassland= _ "$name|ham,$name|ton,$name|field" village_name_forest= _ "$name|ham,$name|ton,$name|wood,$name Forest" village_name_hill= _ "$name|ham,$name|bury,$name|ton,$name|hill,$name|crest" village_name_mountain= _ "$name|ham,$name|bury,$name|ton,$name|mont,$name|mont,$name|cliff,$name|cliff" [/language]