UserAgent: Mozilla/5.0 (Windows; U; Windows NT 5.0; en-US; rv:1.7.7) Gecko/20050414 Firefox/1.0.3 IP: 65.96.172.51 URI: http://wesnoth.slack.it/?AbilitiesWML - - - - - Index: AbilitiesWML =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/AbilitiesWML,v retrieving revision 1.18 diff -u -r1.18 AbilitiesWML --- AbilitiesWML 21 Apr 2005 09:19:21 -0000 1.18 +++ AbilitiesWML 9 May 2005 22:14:58 -0000 @@ -1,44 +1,70 @@ || Abilities and their effects|| -There are two types of abilities: ones that apply to units (called //abilities//) and weapon-based (called -//specials//). A unit may have multiple abilities, -but each attack can only have at most one special. - -||Normal abilities|| -* 'heals' unit will heal //healer_heals_per_turn// (see GameConfigWML) hp to all neighbours, up to a total of -//heal_amount//. +# See also data/translations/english.cfg + +There are two types of special abilities that a unit might have: +* abilities, that are intrinsic to a unit +* specials, that are weapon-based +A unit may have multiple abilities, +but any one attack will have only one special. + +||Unit abilities|| + +# We put "heal" and "cure" first, because they are the most common + +* 'heals' the unit will heal all adjacent friendly units at the beginning of the turn. +A unit cared for by a healer may heal up to //healer_heals_per_turn// (4 HP) per turn. +A healer may heal a total of //heal_amount// (8 HP) per turn, for all units it cares for. If a neighbour is poisoned, it will prevent the poison's effect instead of healing. -* 'cures' unit will heal //curer_heals_per_turn// (see GameConfigWML) hp to all neighbours, up to a total of -//cure_amount//. +* 'cures' the unit will care for all adjacent friendly units at the beginning of the turn. +A unit cared for by a curer may heal up to //cure_amount// (8 HP) per turn. +A curer may heal a total of //curer_heals_per_turn// (18 HP per turn, +for all units it cares for. If a neighbour is poisoned, it will cure the poison instead of healing. +* 'leadership' the unit will increase the damage of all adjacent friendly units. +Leaders only affect lower level units, and increase their damage by +25% per level difference. +For example, a Level 1 unit that does 6-3 damage will, +when adjacent to a Level 3 leader do 9-3. +* 'loyal' the unit only costs 1 gold upkeep per turn, regardless of its level. +* 'iluminates' the unit illuminates the surrounding area, +making lawful units fight better and chaotic units fight worse. +Adjacent units will fight as if it were dusk when it is night +and as if it were day when it is dusk. * 'regenerates' the unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing. -* 'leadership' the unit will increase the damage of all neighbouring units by +25% per level difference. -(if the neighbouring unit is of a higher level, this effect is negated). -* 'illuminates' all neighbouring hex will be "illuminated", in other words have a different time of day (See TimeWML) -* 'teleport' the unit can move between any two allied villages for one move point -* 'skirmisher' the unit ignores zone of control when moving, but still cannot move directly through an enemy unit -* 'steadfast' the unit takes half normal damage when it did not initiate the attack. -* 'ambush' the unit becomes invisible on forest. Invisible units cannot be seen by enemies and do not possess zone of -control, although if an enemy moves -next to one, it becomes visible again. +This ability does not stack with the healing provided by villages or healers. +* 'skirmisher' the unit is skilled in moving past enemies quickly +and ignores all Enemy Zones of Control. +It cannot move through an enemy unit. +* 'steadfast' the unit takes half normal damage when it is attacked. +It takes damage normally when it attacks another unit. +* 'teleport' the unit can move between any two allied villages for one Movement Point * 'nightstalk' the unit becomes invisible during night. +* 'ambush' the unit is invisible in forests. +An invisible unit cannot be seen (or attacked) unless it was attacked +in the previous turn or is adjacent to an enemy unit. + ||Attack specials|| -* 'charge' when attacking, both this weapon and defender get double damage -* 'poison' when this weapon hits, the defender becomes poisoned (see [status], SingleUnitWML) -* 'slow' when this weapon hits, the defender becomes slowed (see [status], SingleUnitWML) -* 'stones' when this weapon hits, the defender turns to stone (see [status], SingleUnitWML) -* 'magical' this weapon always has a 70% chance of hitting -* 'marksman' when attacking, this weapon has a minimum of 60% chance of hitting -* 'drain' The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits. -* 'plague' The controller of this weapon is copied onto the tile that any unit this attack killed was on. -* 'backstab' Whenever there is a unit that is - * on the same side(team) as this unit, and - * on the opposite side(position) from this unit of the unit that this weapon attacks, -then this weapon does double damage -* 'first strike' when this weapon is used to defend, -the battle proceeds as if it were the attacker (i.e. it attacks first) +* 'backstab' this attack does double damage (+100%) if there +is a friendly unit on the opposite side of the defending unit. +* 'charge' this attack does double damage, +||and|| the defender does double damage to the attacker +* 'drain' this attack heals the attacking unit by 50% +of the damage done to the defender (rounding down) +* 'first strike' this attack always hits first even when defending +(i.e., it has a chance to kill the opponent before taking any damage) +* 'magical' this weapon ignores terrain and always has a 70% chance of hitting +* 'marksman' this weapon has a minimum of 60% chance of hitting when attacking +* 'plague' if the defending unit is destroyed, it is replaced by a clone of the attacker. +Undead or units in villages are immune. +* 'poison' this weapon poisons the defender. +Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP. +* 'slow' this weapon slows the defender until the end of their controllers' turn. +Slowed units move at half normal speed and strike with one fewer attack +(i.e., a 10-3 becomes a 10-2) +* 'stone' this weapon stones the defender. +Stoned units may not move or attack. ||See Also||
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