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 1.20 diff -u -r1.20 AbilitiesWML --- AbilitiesWML 9 May 2005 22:20:09 -0000 1.20 +++ AbilitiesWML 9 May 2005 22:55:11 -0000 @@ -6,8 +6,8 @@ A unit may have multiple abilities, but any one attack will have only one special. -||Unit abilities|| - +||Summary|| +<h3>Unit abilities</h3> * '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. @@ -35,13 +35,12 @@ * '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. +* 'nightstalk' the unit becomes invisible during night. 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|| +<h3>Attack specials</h3> * '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, @@ -61,6 +60,78 @@ (i.e., a 10-3 becomes a 10-2) * 'stone' this weapon stones the defender. Stoned units may not move or attack. + +||Tactical Applications|| + +<h3>Healing and Curing</h3> +Move your healers in pairs so that you retain the +freedom to use them in combat when appropriate without having to retire to a +village afterward. + +Don't forget that with a Curing unit nearby, you needn't fear poison. An +assassin's darts are only a serious threat if they can poison an unsupported +unit. Your Druid or White Mage will cure the poison before it has time to work, +(However, they cannot remove damage from a unit on the same turn they cure +poison from that unit). and they can cure poison from //every// adjacent unit - +irrespective of damage they have to heal. + +<h3>Leadership</h3> + +<h3>Loyal</h3> + +<h3>Illuminate</h3> + +<h3>Regenrate</h3> + +<h3>Skirmisher</h3> + +<h3>Steadfast</h3> + +<h3>Teleport</h3> + +<h3>Ambush and Nightstalk</h3> + +<h3>Backstab</h3> + "Thieves are deft of foot, and elusive, + making them difficult to hit. Being skilled at backstabbing, thieves do double + damage when attacking an enemy that has an ally of the thief on the opposite + side of him. Being of chaotic disposition, thieves fight better at night than at + day." --Thief_description +Assassins, Nightgaunts, Rogues, Shadows and Thieves can backstab. A Thief +costs 12 gold and has base attack of 4-3. But with a backstab, it does +an impressive 8-4, the equivalent of most Level 2 units. Backstabbing at +night with a Strong Thief does 12-3. After 24 Experience Points, they level +up to a Rogue doing 6-3... + +You don't have to //attack// with another unit to get the backstab +bonus -- there just needs to be a unit on the opposite side of the enemy. +The ally can even move after the backstab. Thieves work well in pairs +against weak or unsupported units. They can surround a unit and attack it +turn after turn. + +<h3>Charge</h3> + +<h3>Drain</h3> + +<h3>First Strike</h3> + +<h3>Magical</h3> + +<h3>Marksman</h3> + +<h3>Plague</h3> + +<h3>Poison</h3> + +<h3>Slow</h3> +Shamans move slowly, have limited firepower, die quickly, and don't heal +very effectively. However, do not ignore their //Slow// ability! +Trolls, Pikemen, and Horsemen have only two powerful attacks. +//Slowing// them will half the damage they can do to your units. + +<h3>Stone</h3> + + ||See Also||
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