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 - - - - -
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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