en to unknown language translation catalogue (290 entries)

note: [time]: id=underground
en: Underground
target: 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛

note: [berserk]: id=berserk
en: berserk
target: 𐑚𐑻𐑕𐑻𐑒

note: [chance_to_hit]: id=magical
en: magical
target: 𐑥𐑨𐑡𐑦𐑒𐑩𐑤

note: [heals]: id=healing
en: heals +4
target: 𐑣𐑰𐑤𐑟 +4

note: [heals]: id=healing
en: female^heals +4
target: 𐑣𐑰𐑤𐑟 +4

note: [heals]: id=healing
en: heals +8
target: 𐑣𐑰𐑤𐑟 +8

note: [heals]: id=healing
en: female^heals +8
target: 𐑣𐑰𐑤𐑟 +8

note: [section]: id=introduction [topic]: id=..introduction
en: Introduction
target: 𐑦𐑯𐑑𐑮𐑩𐑛𐑳𐑒𐑖𐑩𐑯

note: [section]: id=gameplay [topic]: id=..gameplay
en: Gameplay
target: 𐑜𐑱𐑥𐑐𐑤𐑱

note: [section]: id=traits_section [topic]: id=..traits_section
en: Traits
target: 𐑑𐑮𐑱𐑑𐑕

note: [section]: id=units [topic]: id=..units
en: Units
target: 𐑿𐑯𐑦𐑑𐑕

note: [section]: id=abilities_section [topic]: id=..abilities_section
en: Abilities
target: 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟

note: [section]: id=weapon_specials [topic]: id=..weapon_specials
en: Weapon Specials
target: 𐑢𐑧𐑐𐑩𐑯 𐑕𐑐𐑧𐑖𐑩𐑤𐑟

note: #-#-#-#-#  wesnoth-help.wml.pot (PACKAGE VERSION)  #-#-#-#-# [section]: id=factions_section
en: Factions
target: 𐑓𐑨𐑒𐑖𐑩𐑯𐑟

note: [section]: id=terrains_section [topic]: id=..terrains_section
en: Terrains
target: 𐑑𐑻𐑱𐑯𐑟

note: [section]: id=commands [topic]: id=..commands
en: Commands
target: 𐑒𐑩𐑥𐑭𐑯𐑛𐑟

note: [topic]: id=.unknown_unit
en: Unknown Unit
target: 𐑳𐑯𐑯𐑴𐑯 𐑿𐑯𐑦𐑑

note: [topic]: id=.unknown_unit
en: 
    
    This unit is unknown for the moment. You must discover it in the game to be allowed to see its description.
target: 
    
    𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑳𐑯𐑯𐑴𐑯 𐑓𐑹 𐑞 𐑥𐑴𐑥𐑩𐑯𐑑. 𐑿 𐑥𐑳𐑕𐑑 𐑛𐑦𐑕𐑒𐑳𐑝𐑼 𐑦𐑑 𐑦𐑯 𐑞 𐑜𐑱𐑥 𐑑 𐑚𐑰 𐑩𐑤𐑬𐑛 𐑑 𐑕𐑰 𐑦𐑑𐑕 𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯.

note: [topic]: id=introduction_topic
en: Overview
target: 𐑴𐑝𐑻𐑝𐑿

note: [topic]: id=fundamentals
en: Fundamentals of Gameplay
target: 𐑓𐑩𐑯𐑛𐑩𐑥𐑧𐑯𐑑𐑩𐑤𐑟 𐑝 𐑜𐑱𐑥𐑐𐑤𐑱

note: [topic]: id=fundamentals
en: While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining each item. This is especially useful when you encounter new <ref>dst='..abilities_section' text='abilities'</ref> for the first time.
target: 𐑢𐑲𐑤 𐑐𐑤𐑱𐑦𐑙, 𐑒𐑰𐑐 𐑦𐑯 𐑥𐑲𐑯𐑛 𐑞𐑨𐑑 𐑦𐑓 𐑿 𐑥𐑬𐑕-𐑴𐑝𐑼 𐑥𐑧𐑯𐑦 𐑲𐑑𐑩𐑥𐑟 𐑦𐑯 𐑞 𐑜𐑱𐑥, 𐑕𐑳𐑗 𐑨𐑟 𐑞 𐑦𐑯𐑓𐑼𐑥𐑱𐑖𐑩𐑑𐑦𐑪𐑯 𐑛𐑦𐑕𐑐𐑤𐑱𐑛 𐑦𐑯 𐑞 𐑕𐑑𐑱𐑑𐑫𐑕 𐑐𐑱𐑯, 𐑩 𐑚𐑮𐑰𐑓 𐑛𐑦𐑕𐑒𐑮𐑦𐑐𐑖𐑩𐑯 𐑢𐑦𐑤 𐑚𐑰 𐑖𐑴𐑯 𐑦𐑒𐑕𐑐𐑤𐑱𐑯𐑦𐑙 𐑰𐑗 𐑲𐑑𐑩𐑥. 𐑞𐑦𐑕 𐑦𐑟 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑿𐑕𐑓𐑩𐑤 𐑢𐑧𐑯 𐑿 𐑦𐑯𐑒𐑬𐑯𐑑𐑻 𐑯𐑿 <ref>dst='..abilities_section' text='𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟'</ref> 𐑓𐑹 𐑞 𐑓𐑻𐑕𐑑 𐑑𐑲𐑥.

note: [topic]: id=about_game
en: About the Game
target: 𐑩𐑚𐑬𐑑 𐑞 𐑜𐑱𐑥

note: [topic]: id=victory_and_defeat
en: Victory and Defeat
target: 𐑝𐑦𐑒𐑑𐑼𐑦 𐑯 𐑛𐑦𐑓𐑰𐑑

note: [topic]: id=recruit_and_recall
en: Recruiting and Recalling
target: 𐑮𐑩𐑒𐑮𐑵𐑑𐑦𐑙 𐑯 𐑮𐑦𐑒𐑪𐑤𐑦𐑙

note: [topic]: id=recruit_and_recall
en: 
    
    In later scenarios, you may also Recall survivors from earlier battles. Recalling costs a standard 20 gold and presents you with a list of all surviving units from previous scenarios.
target: 
    
    𐑦𐑯 𐑤𐑱𐑑𐑼 𐑕𐑦𐑯𐑺𐑰𐑴𐑟, 𐑿 𐑥𐑱 𐑷𐑤𐑕𐑴 𐑮𐑰𐑒𐑷𐑤 𐑕𐑻𐑝𐑲𐑝𐑻𐑟 𐑓𐑮𐑪𐑥 𐑻𐑤𐑰𐑼 𐑚𐑨𐑑𐑩𐑤𐑟. 𐑮𐑦𐑒𐑪𐑤𐑦𐑙 𐑒𐑭𐑕𐑑𐑕 𐑩 𐑕𐑑𐑨𐑯𐑛𐑼𐑛 20 𐑜𐑴𐑤𐑛 𐑯 𐑐𐑮𐑧𐑟𐑩𐑯𐑑𐑕 𐑿 𐑢𐑦𐑞 𐑩 𐑤𐑦𐑕𐑑 𐑝 𐑷𐑤 𐑕𐑻𐑝𐑲𐑝𐑦𐑙 𐑿𐑯𐑦𐑑𐑕 𐑓𐑮𐑪𐑥 𐑐𐑮𐑰𐑝𐑦𐑩𐑕 𐑕𐑦𐑯𐑺𐑰𐑴𐑟.

note: [topic]: id=orbs
en: Orbs
target: 𐑹𐑮𐑚𐑕

note: [topic]: id=orbs
en: On top of the energy bar shown next to each unit of yours is an orb. For units you control, this orb is:
target: 𐑪𐑯 𐑑𐑪𐑐 𐑝 𐑞 𐑧𐑯𐑼𐑡𐑦 𐑚𐑸 𐑖𐑴𐑯 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑰𐑗 𐑿𐑯𐑦𐑑 𐑝 𐑿𐑼𐑟 𐑦𐑟 𐑩𐑯 𐑹𐑚. 𐑓𐑹 𐑿𐑯𐑦𐑑𐑕 𐑿 𐑒𐑩𐑯𐑑𐑮𐑴𐑤, 𐑞𐑦𐑕 𐑹𐑚 𐑦𐑟:

note: [topic]: id=hitpoints
en: Hitpoints and Experience
target: 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑯 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕

note: [topic]: id=hitpoints
en: The hitpoints and experience points are both indicated in the status pane using two numbers (the current value and the maximum value the unit can have).
target: 𐑞 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑯 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕 𐑸 𐑚𐑴𐑔 𐑦𐑯𐑛𐑦𐑒𐑱𐑑𐑩𐑛 𐑦𐑯 𐑞 𐑕𐑑𐑱𐑑𐑫𐑕 𐑐𐑱𐑯 𐑿𐑟𐑦𐑙 𐑑𐑵 𐑯𐑳𐑥𐑚𐑼𐑟 (𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑝𐑨𐑤𐑿 𐑯 𐑞 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑝𐑨𐑤𐑿 𐑞 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑨𐑝).

note: [topic]: id=hitpoints
en: The hitpoints are also indicated by an energy bar next to each unit, which is green, yellow or red. A unit with at least 1 experience point has a blue experience bar, which turns white as the unit is about to <ref>dst='experience_and_advancement' text='advance'</ref>.
target: 𐑞 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕 𐑸 𐑷𐑤𐑕𐑴 𐑦𐑯𐑛𐑦𐑒𐑱𐑑𐑩𐑛 𐑚𐑲 𐑩𐑯 𐑧𐑯𐑼𐑡𐑦 𐑚𐑸 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑰𐑗 𐑿𐑯𐑦𐑑, 𐑢𐑦𐑗 𐑦𐑟 𐑜𐑮𐑰𐑯, 𐑘𐑧𐑤𐑴 𐑹 𐑮𐑧𐑛. 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑞 𐑨𐑑 𐑤𐑰𐑕𐑑 1 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑 𐑣𐑨𐑟 𐑩 𐑚𐑤𐑵 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑚𐑸, 𐑢𐑦𐑗 𐑑𐑻𐑯𐑟 𐑢𐑲𐑑 𐑨𐑟 𐑞 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑩𐑚𐑬𐑑 𐑑 <ref>dst='experience_and_advancement' text='𐑩𐑛𐑝𐑭𐑯𐑕'</ref>.

note: [topic]: id=movement
en: Movement
target: 𐑥𐑵𐑝𐑥𐑩𐑯𐑑

note: [topic]: id=movement
en: 
    
    To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were not on the map to block their progress.
target: 
    
    𐑑 𐑕𐑰 𐑢𐑺 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑒𐑨𐑯 𐑥𐑵𐑝 𐑑 𐑛𐑘𐑫𐑼𐑦𐑙 𐑞𐑺 𐑯𐑧𐑒𐑕𐑑 𐑑𐑻𐑯, 𐑐𐑮𐑧𐑕 CTRL-V 𐑹 Cmd-v. CTRL-b 𐑹 Cmd-b 𐑖𐑴𐑟 𐑢𐑺 𐑞 𐑧𐑯𐑩𐑥𐑦 𐑒𐑫𐑛 𐑥𐑵𐑝, 𐑦𐑓 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑢𐑻 𐑯𐑪𐑑 𐑪𐑯 𐑞 𐑥𐑨𐑐 𐑑 𐑚𐑤𐑪𐑒 𐑞𐑺 𐑐𐑮𐑩𐑜𐑮𐑧𐑕.

note: [topic]: id=shroud_and_fog
en: Shroud and Fog of War
target: 𐑖𐑮𐑬𐑛 𐑯 𐑓𐑪𐑜 𐑝 𐑢𐑹

note: [topic]: id=combat
en: Combat
target: 𐑒𐑪𐑥𐑚𐑨𐑑

note: [topic]: id=combat
en: 
    
    <header>text=Damage</header>
target: 
    
    <header>text=𐑛𐑨𐑥𐑦𐑡</header>

note: [topic]: id=damage_types_and_resistance
en: Damage Types and Resistance
target: 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐𐑕 𐑯 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕

note: [topic]: id=damage_types_and_resistance
en: 
    
    If a strike is determined to hit, it will always do at least 1 point of damage. This applies even if the defender has 100% resistance to the damage type.
target: 
    
    𐑦𐑓 𐑩 𐑕𐑑𐑮𐑲𐑒 𐑦𐑟 𐑛𐑦𐑑𐑻𐑥𐑦𐑯𐑛 𐑑 𐑣𐑦𐑑, 𐑦𐑑 𐑢𐑦𐑤 𐑷𐑤𐑢𐑱𐑟 𐑛𐑵 𐑨𐑑 𐑤𐑰𐑕𐑑 1 𐑐𐑶𐑯𐑑 𐑝 𐑛𐑨𐑥𐑦𐑡. 𐑞𐑦𐑕 𐑩𐑐𐑤𐑲𐑟 𐑰𐑝𐑩𐑯 𐑦𐑓 𐑞 𐑛𐑦𐑓𐑧𐑯𐑛𐑼 𐑣𐑨𐑟 100% 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕 𐑑 𐑞 𐑛𐑨𐑥𐑦𐑡 𐑑𐑲𐑐.

note: [topic]: id=time_of_day
en: Time of Day
target: 𐑑𐑲𐑥 𐑝 𐑛𐑱

note: [time]: id=dawn [time]: id=dawn_hour [topic]: id=time_of_day
en: Dawn
target: 𐑛𐑷𐑯

note: [time]: id=morning [topic]: id=time_of_day
en: Morning
target: 𐑥𐑹𐑯𐑦𐑙

note: [time]: id=afternoon [topic]: id=time_of_day
en: Afternoon
target: 𐑭𐑓𐑑𐑼𐑯𐑵𐑯

note: [time]: id=dusk [time]: id=dusk_hour [topic]: id=time_of_day
en: Dusk
target: 𐑛𐑩𐑕𐑒

note: [time]: id=first_watch [topic]: id=time_of_day
en: First Watch
target: 𐑓𐑻𐑕𐑑 𐑢𐑪𐑡

note: [time]: id=second_watch [topic]: id=time_of_day
en: Second Watch
target: 𐑕𐑧𐑒𐑩𐑯𐑛 𐑢𐑪𐑡

note: [topic]: id=time_of_day
en: Keep in mind that some scenarios take place underground, where it is perpetually night!
target: 𐑒𐑰𐑐 𐑦𐑯 𐑥𐑲𐑯𐑛 𐑞𐑨𐑑 𐑕𐑳𐑥 𐑕𐑦𐑯𐑺𐑰𐑴𐑟 𐑑𐑱𐑒 𐑐𐑤𐑱𐑕 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛, 𐑢𐑺 𐑦𐑑 𐑦𐑟 𐑐𐑼𐑐𐑧𐑑𐑘𐑫𐑩𐑤𐑦 𐑯𐑲𐑑!

note: [topic]: id=experience_and_advancement
en: Experience and Advancement
target: 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑯 𐑩𐑛𐑝𐑨𐑯𐑕𐑥𐑩𐑯𐑑

note: [topic]: id=experience_and_advancement
en: 
    
    Units have a certain amount of experience required to advance (this is 20% less for units with the Intelligent trait). Once they achieve this amount, they immediately advance to the next level, healing fully in the process. In some cases, you will be given a choice of advancement options.
target: 
    
    𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝 𐑩 𐑕𐑻𐑑𐑩𐑯 𐑩𐑥𐑬𐑯𐑑 𐑝 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑮𐑦𐑒𐑢𐑲𐑼𐑛 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕 (𐑞𐑦𐑕 𐑦𐑟 20% 𐑤𐑧𐑕 𐑓𐑹 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑞 𐑞 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑑𐑮𐑱𐑑). 𐑢𐑳𐑯𐑕 𐑞𐑱 𐑩𐑗𐑰𐑝 𐑞𐑦𐑕 𐑩𐑥𐑬𐑯𐑑, 𐑞𐑱 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑛𐑝𐑭𐑯𐑕 𐑑 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑤𐑧𐑝𐑩𐑤, 𐑣𐑰𐑤𐑦𐑙 𐑓𐑫𐑤𐑦 𐑦𐑯 𐑞 𐑐𐑮𐑴𐑕𐑧𐑕. 𐑦𐑯 𐑕𐑳𐑥 𐑒𐑱𐑕𐑩𐑟, 𐑿 𐑢𐑦𐑤 𐑚𐑰 𐑜𐑦𐑝𐑩𐑯 𐑩 𐑗𐑶𐑕 𐑝 𐑩𐑛𐑝𐑨𐑯𐑕𐑥𐑩𐑯𐑑 𐑪𐑐𐑖𐑩𐑯𐑟.

note: [topic]: id=experience_and_advancement
en: If both units survive a combat, they gain a number of experience points equal to the level of the unit they’re fighting. If a unit kills another in combat, however, it gains much more experience — 4 for a level 0 unit, 8 for level 1, 16 for level 2, 24 for level 3, and so forth.
target: 𐑦𐑓 𐑚𐑴𐑔 𐑿𐑯𐑦𐑑𐑕 𐑕𐑻𐑝𐑲𐑝 𐑩 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑞𐑱 𐑜𐑱𐑯 𐑩 𐑯𐑳𐑥𐑚𐑻 𐑝 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑐𐑶𐑯𐑑𐑕 𐑰𐑒𐑢𐑩𐑤 𐑑 𐑞 𐑤𐑧𐑝𐑩𐑤 𐑝 𐑞 𐑿𐑯𐑦𐑑 𐑞𐑱'𐑼 𐑓𐑲𐑑𐑦𐑙. 𐑦𐑓 𐑩 𐑿𐑯𐑦𐑑 𐑒𐑦𐑤𐑟 𐑩𐑯𐑳𐑞𐑼 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑣𐑬𐑧𐑝𐑼, 𐑦𐑑 𐑜𐑱𐑯𐑟 𐑥𐑳𐑗 𐑥𐑹 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 - 4 𐑓𐑹 𐑩 𐑤𐑧𐑝𐑩𐑤 0 𐑿𐑯𐑦𐑑, 8 𐑓𐑹 𐑤𐑧𐑝𐑩𐑤 1, 16 𐑓𐑹 𐑤𐑧𐑝𐑩𐑤 2, 24 𐑓𐑹 𐑤𐑧𐑝𐑩𐑤 3, 𐑯 𐑕𐑴 𐑓𐑹𐑔.

note: [topic]: id=healing
en: Healing
target: 𐑣𐑰𐑤𐑦𐑙

note: [topic]: id=healing
en: In combat, your units will inevitably take damage. When a unit <ref>dst='experience_and_advancement' text='advances'</ref>, it will heal fully. This can happen as you finish fighting an enemy, whether it is your turn or not. Wesnoth offers several other ways for your units to heal, all of which take place at the beginning of your turn, before you take action.
target: 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑢𐑦𐑤 𐑦𐑯𐑧𐑝𐑦𐑑𐑩𐑚𐑤𐑦 𐑑𐑱𐑒 𐑛𐑨𐑥𐑦𐑡. 𐑢𐑧𐑯 𐑩 𐑿𐑯𐑦𐑑 <ref>dst='experience_and_advancement' text='𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟'</ref>, 𐑦𐑑 𐑢𐑦𐑤 𐑣𐑰𐑤 𐑓𐑫𐑤𐑦. 𐑞𐑦𐑕 𐑒𐑨𐑯 𐑣𐑨𐑐𐑩𐑯 𐑨𐑟 𐑿 𐑓𐑦𐑯𐑦𐑖 𐑓𐑲𐑑𐑦𐑙 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦, 𐑢𐑧𐑞𐑼 𐑦𐑑 𐑦𐑟 𐑿𐑼 𐑑𐑻𐑯 𐑹 𐑯𐑪𐑑. ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑪𐑓𐑼𐑟 𐑕𐑧𐑝𐑼𐑩𐑤 𐑳𐑞𐑼 𐑢𐑱𐑟 𐑓𐑹 𐑿𐑼 𐑿𐑯𐑦𐑑𐑕 𐑑 𐑣𐑰𐑤, 𐑷𐑤 𐑝 𐑢𐑦𐑗 𐑑𐑱𐑒 𐑐𐑤𐑱𐑕 𐑨𐑑 𐑞 𐑚𐑩𐑜𐑦𐑯𐑦𐑙 𐑝 𐑿𐑼 𐑑𐑻𐑯, 𐑚𐑦𐑓𐑹 𐑿 𐑑𐑱𐑒 𐑨𐑒𐑖𐑩𐑯.

note: [topic]: id=healing
en: 
    <ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units (such as trolls) will automatically heal 8HP every turn.
target: 
    <ref>dst='ability_regenerates' text='𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑖𐑪𐑯'</ref>: 𐑕𐑻𐑑𐑩𐑯 𐑿𐑯𐑦𐑑𐑕 (𐑕𐑳𐑗 𐑨𐑟 𐑑𐑮𐑴𐑤𐑟) 𐑢𐑦𐑤 𐑷𐑑𐑩𐑥𐑨𐑑𐑦𐑒𐑤𐑦 𐑣𐑰𐑤 8HP 𐑧𐑝𐑮𐑦 𐑑𐑻𐑯.

note: [topic]: id=healing
en: 
    
    Resting can be combined with other forms of healing, but villages, regeneration, healing and curing cannot combine with each other: the best option will be used. Finally, units heal fully between scenarios.
target: 
    
    𐑮𐑧𐑕𐑑𐑦𐑙 𐑒𐑨𐑯 𐑚𐑰 𐑒𐑩𐑥𐑚𐑲𐑯𐑛 𐑢𐑦𐑞 𐑳𐑞𐑼 𐑓𐑹𐑥𐑟 𐑝 𐑣𐑰𐑤𐑦𐑙, 𐑚𐑳𐑑 𐑝𐑦𐑤𐑦𐑡𐑦𐑟, 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑖𐑪𐑯, 𐑣𐑰𐑤𐑦𐑙 𐑯 𐑒𐑘𐑫𐑼𐑦𐑙 𐑒𐑨𐑯𐑪𐑑 𐑒𐑪𐑥𐑚𐑲𐑯 𐑢𐑦𐑞 𐑰𐑗 𐑳𐑞𐑼: 𐑞 𐑚𐑧𐑕𐑑 𐑪𐑐𐑖𐑩𐑯 𐑢𐑦𐑤 𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛. 𐑓𐑲𐑯𐑩𐑤𐑦, 𐑿𐑯𐑦𐑑𐑕 𐑣𐑰𐑤 𐑓𐑫𐑤𐑦 𐑚𐑦𐑑𐑢𐑰𐑯 𐑕𐑦𐑯𐑺𐑰𐑴𐑟.

note: [topic]: id=income_and_upkeep
en: Income and Upkeep
target: 𐑦𐑯𐑒𐑳𐑥 𐑯 𐑳𐑐𐑒𐑰𐑐

note: [topic]: id=wrap_up
en: Wrap Up
target: 𐑮𐑨𐑐 𐑳𐑐

note: [topic]: id=about
en: ingame_help_item^Contributors
target: 𐑒𐑩𐑯𐑑𐑮𐑦𐑚𐑘𐑩𐑑𐑻𐑟

note: [topic]: id=license
en: License
target: 𐑤𐑲𐑕𐑩𐑯𐑕

note: [topic]: id=traits_intelligent
en: Intelligent
target: 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑

note: [topic]: id=traits_intelligent
en: Intelligent units require 20% less experience than usual to advance.
target: 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑮𐑦𐑒𐑢𐑲𐑼 20% 𐑤𐑧𐑕 𐑦𐑒𐑕𐑐𐑽𐑦𐑩𐑯𐑕 𐑞𐑨𐑯 𐑿𐑖𐑿𐑩𐑤 𐑑 𐑩𐑛𐑝𐑭𐑯𐑕.

note: [topic]: id=traits_quick
en: Quick
target: 𐑒𐑢𐑦𐑒

note: [topic]: id=traits_resilient
en: Resilient
target: 𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑

note: [topic]: id=traits_resilient
en: 
    
    Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents.
target: 
    
    𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑒𐑨𐑯 𐑚𐑰 𐑿𐑕𐑓𐑩𐑤 𐑨𐑑 𐑷𐑤 𐑕𐑑𐑱𐑡𐑩𐑟 𐑝 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯, 𐑯 𐑞𐑦𐑕 𐑦𐑟 𐑩 𐑿𐑕𐑓𐑩𐑤 𐑑𐑮𐑱𐑑 𐑓𐑹 𐑷𐑤 𐑿𐑯𐑦𐑑𐑕. 𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑦𐑟 𐑪𐑓𐑩𐑯 𐑥𐑴𐑕𐑑 𐑣𐑧𐑤𐑐𐑓𐑩𐑤 𐑨𐑟 𐑩 𐑑𐑮𐑱𐑑 𐑢𐑧𐑯 𐑦𐑑 𐑪𐑒𐑻𐑟 𐑦𐑯 𐑩 𐑿𐑯𐑦𐑑 𐑞𐑨𐑑 𐑣𐑨𐑟 𐑕𐑳𐑥 𐑒𐑪𐑥𐑚𐑦𐑯𐑱𐑖𐑩𐑯 𐑝 𐑤𐑴 𐑣𐑦𐑑𐑐𐑶𐑯𐑑𐑕, 𐑜𐑫𐑛 𐑛𐑦𐑓𐑧𐑯𐑕, 𐑹 𐑣𐑲 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟. 𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑸 𐑦𐑕𐑐𐑧𐑖𐑩𐑤𐑦 𐑿𐑕𐑓𐑩𐑤 𐑓𐑹 𐑣𐑴𐑤𐑛𐑦𐑙 𐑕𐑑𐑮𐑩𐑑𐑰𐑡𐑦𐑒 𐑐𐑩𐑟𐑦𐑖𐑩𐑯𐑟 𐑩𐑜𐑱𐑯𐑕𐑑 𐑩𐑐𐑴𐑯𐑩𐑯𐑑𐑕.

note: [topic]: id=traits_strong
en: Strong
target: 𐑕𐑑𐑮𐑪𐑙

note: [topic]: id=traits_fearless
en: Fearless
target: 𐑓𐑽𐑤𐑩𐑕

note: [topic]: id=traits_fearless
en: Aversion to light and dark holds no sway over these brave individuals.
target: 𐑩𐑝𐑻𐑠𐑩𐑯 𐑑 𐑤𐑲𐑑 𐑯 𐑛𐑸𐑒 𐑣𐑴𐑤𐑛𐑟 𐑯𐑴 𐑕𐑢𐑱 𐑴𐑝𐑼 𐑞𐑰𐑟 𐑚𐑮𐑱𐑝 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤𐑟.

note: [topic]: id=traits_loyal
en: Loyal
target: 𐑤𐑶𐑩𐑤

note: [topic]: id=traits_undead
en: trait^Undead
target: 𐑳𐑯𐑛𐑧𐑛

note: [topic]: id=traits_mechanical
en: trait^Mechanical
target: 𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤

note: [topic]: id=traits_dextrous
en: Dextrous
target: 𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕

note: [topic]: id=traits_healthy
en: Healthy
target: 𐑣𐑧𐑤𐑔𐑦

note: [topic]: id=traits_healthy
en: Renowned for their vitality, some dwarves are sturdier than others and can rest even when travelling.
target: 𐑮𐑦𐑯𐑬𐑯𐑛 𐑓𐑹 𐑞𐑺 𐑝𐑲𐑑𐑨𐑤𐑩𐑑𐑰, 𐑕𐑳𐑥 𐑛𐑢𐑹𐑝𐑟 𐑸 𐑕𐑑𐑻𐑛𐑰𐑻 𐑞𐑨𐑯 𐑳𐑞𐑼𐑟 𐑯 𐑒𐑨𐑯 𐑮𐑧𐑕𐑑 𐑰𐑝𐑩𐑯 𐑢𐑧𐑯 𐑑𐑮𐑨𐑝𐑩𐑤𐑦𐑙.

note: [topic]: id=traits_dim
en: Dim
target: 𐑛𐑦𐑥

note: [topic]: id=traits_dim
en: 
    
    Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them.
target: 
    
    𐑛𐑦𐑥 𐑦𐑟 𐑩 𐑑𐑮𐑱𐑑 𐑷𐑤 𐑑𐑵 𐑒𐑪𐑥𐑩𐑯 𐑦𐑯 𐑜𐑭𐑚𐑤𐑦𐑯𐑟 𐑯 𐑳𐑞𐑼 𐑤𐑧𐑕𐑼 𐑕𐑐𐑰𐑖𐑰𐑟. 𐑞𐑺 𐑸 𐑮𐑰𐑟𐑩𐑯𐑟 𐑞𐑰𐑟 𐑕𐑐𐑰𐑖𐑰𐑟 𐑸 𐑤𐑧𐑕𐑼, 𐑯 𐑞𐑦𐑕 𐑦𐑟 𐑢𐑳𐑯 𐑝 𐑞𐑧𐑥.

note: [topic]: id=traits_slow
en: Slow
target: 𐑕𐑤𐑴

note: [topic]: id=traits_slow
en: 
    
    Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance.
target: 
    
    𐑔𐑦𐑒-𐑚𐑭𐑛𐑰𐑛 𐑯 𐑒𐑤𐑩𐑥𐑟𐑰, 𐑕𐑤𐑴 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤𐑟 𐑝 𐑜𐑭𐑚𐑤𐑦𐑯𐑟 𐑯 𐑳𐑞𐑼 𐑕𐑐𐑰𐑖𐑰𐑟 𐑑𐑱𐑒 𐑩 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑐𐑧𐑯𐑩𐑤𐑑𐑰 𐑚𐑳𐑑 𐑸 𐑒𐑭𐑥𐑐𐑩𐑯𐑕𐑱𐑑𐑩𐑛 𐑓𐑹 𐑦𐑑 𐑢𐑦𐑞 𐑩 𐑕𐑤𐑲𐑑 𐑦𐑯𐑒𐑮𐑰𐑕 𐑦𐑯 𐑧𐑯𐑛𐑻𐑩𐑯𐑕.

note: [topic]: id=traits_weak
en: Weak
target: 𐑢𐑰𐑒

note: [topic]: id=general_commands
en: General commands
target: 𐑡𐑧𐑯𐑼𐑩𐑤 𐑒𐑩𐑥𐑭𐑯𐑛𐑟

note: [topic]: id=general_commands
en: 
    Clear chat messages.
target: 
    𐑒𐑤𐑽 𐑗𐑨𐑑 𐑥𐑧𐑕𐑦𐑡𐑩𐑟.

note: [topic]: id=general_commands
en: 
    Set or toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If no second parameter is supplied, toggle bewteen human and AI. If it is ‘on’, set an AI controller. If it is ‘off’ set a human controller. Defaults to the currently active side if no parameter is supplied.
target: 
    𐑕𐑧𐑑 𐑹 𐑑𐑪𐑜𐑩𐑤 𐑐𐑤𐑱𐑻 𐑪𐑯 𐑕𐑲𐑛 𐑚𐑦𐑑𐑢𐑰𐑯 𐑣𐑿𐑥𐑩𐑯 𐑯 AI 𐑐𐑤𐑱𐑻. 𐑞 𐑐𐑤𐑱𐑻/𐑒𐑤𐑲𐑩𐑯𐑑 𐑣𐑵 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑟 𐑞𐑨𐑑 𐑕𐑲𐑛 𐑯𐑰𐑛𐑟 𐑑 𐑦𐑖𐑵 𐑞𐑦𐑕 𐑒𐑩𐑥𐑭𐑯𐑛. 𐑦𐑓 𐑯𐑴 𐑕𐑧𐑒𐑩𐑯𐑛 𐑐𐑼𐑨𐑥𐑩𐑑𐑼 𐑦𐑟 𐑕𐑩𐑐𐑤𐑲𐑛, 𐑑𐑪𐑜𐑩𐑤 bewteen 𐑣𐑿𐑥𐑩𐑯 𐑯 AI. 𐑦𐑓 𐑦𐑑 𐑦𐑟 '𐑪𐑯', 𐑕𐑧𐑑 𐑩𐑯 AI 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑼. 𐑦𐑓 𐑦𐑑 𐑦𐑟 '𐑪𐑓' 𐑕𐑧𐑑 𐑩 𐑣𐑿𐑥𐑩𐑯 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑼. 𐑛𐑦𐑓𐑷𐑤𐑑𐑕 𐑑 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑𐑤𐑦 𐑨𐑒𐑑𐑦𐑝 𐑕𐑲𐑛 𐑦𐑓 𐑯𐑴 𐑐𐑼𐑨𐑥𐑩𐑑𐑼 𐑦𐑟 𐑕𐑩𐑐𐑤𐑲𐑛.

note: [topic]: id=general_commands
en: 
    Toggle the display of the current frames per second.
target: 
    𐑑𐑪𐑜𐑩𐑤 𐑞 𐑛𐑦𐑕𐑐𐑤𐑱 𐑝 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑓𐑮𐑱𐑥𐑟 𐑐𐑻 𐑕𐑧𐑒𐑩𐑯𐑛.

note: [topic]: id=general_commands
en: 
    Switch a log domain to a different log level.
target: 
    𐑕𐑢𐑦𐑗 𐑩 𐑤𐑪𐑜 𐑛𐑴𐑥𐑱𐑯 𐑑 𐑩 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑤𐑪𐑜 𐑤𐑧𐑝𐑩𐑤.

note: [topic]: id=general_commands
en: 
    Redraws the screen and reloads any image files that have been changed.
target: 
    𐑮𐑰𐑛𐑮𐑷𐑕 𐑞 𐑕𐑒𐑮𐑰𐑯 𐑯 𐑮𐑰𐑤𐑴𐑛𐑟 𐑧𐑯𐑦 𐑦𐑥𐑦𐑡 𐑓𐑲𐑤𐑟 𐑞𐑨𐑑 𐑣𐑨𐑝 𐑚𐑰𐑯 𐑗𐑱𐑯𐑡𐑛.

note: [topic]: id=general_commands
en: 
    Bring up theme selection menu.
target: 
    𐑚𐑮𐑦𐑙 𐑳𐑐 𐑔𐑰𐑥 𐑕𐑦𐑤𐑧𐑒𐑖𐑩𐑯 𐑥𐑧𐑯𐑿.

note: [topic]: id=general_commands
en: 
    Quit the scenario (without prompting).
target: 
    𐑒𐑢𐑦𐑑 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴 (𐑢𐑦𐑞𐑬𐑑 𐑐𐑮𐑪𐑥𐑐𐑑𐑦𐑙).

note: [topic]: id=general_commands
en: 
    Save the game (without prompting).
target: 
    𐑕𐑱𐑝 𐑞 𐑜𐑱𐑥 (𐑢𐑦𐑞𐑬𐑑 𐑐𐑮𐑪𐑥𐑐𐑑𐑦𐑙).

note: [topic]: id=general_commands
en: 
    Save the game and quit the scenario (without prompting).
target: 
    𐑕𐑱𐑝 𐑞 𐑜𐑱𐑥 𐑯 𐑒𐑢𐑦𐑑 𐑞 𐑕𐑦𐑯𐑺𐑰𐑴 (𐑢𐑦𐑞𐑬𐑑 𐑐𐑮𐑪𐑥𐑐𐑑𐑦𐑙).

note: [topic]: id=mp_commands
en: Multiplayer commands
target: 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑒𐑩𐑥𐑭𐑯𐑛𐑟

note: [topic]: id=mp_commands
en: 
    Ban a user in a multiplayer game by the IP address used by that username and kick him. Can be used on users not in the game but on the server. (Of course they won’t be kicked then.)
target: 
    𐑚𐑨𐑯 𐑩 𐑿𐑟𐑼 𐑦𐑯 𐑩 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑜𐑱𐑥 𐑚𐑲 𐑞 ·𐑦·𐑐 𐑩𐑛𐑮𐑧𐑕 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑚𐑲 𐑞𐑨𐑑 𐑿𐑟𐑻𐑯𐑱𐑥 𐑯 𐑒𐑦𐑒 𐑣𐑦𐑥. 𐑒𐑨𐑯 𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑪𐑯 𐑿𐑟𐑼𐑟 𐑯𐑪𐑑 𐑦𐑯 𐑞 𐑜𐑱𐑥 𐑚𐑳𐑑 𐑪𐑯 𐑞 𐑕𐑻𐑝𐑻. (𐑝 𐑒𐑹𐑕 𐑞𐑱 𐑢𐑴𐑯𐑑 𐑚𐑰 𐑒𐑦𐑒𐑑 𐑞𐑧𐑯.)

note: [topic]: id=mp_commands
en: 
    Kick a user in multiplayer. They will be able to rejoin the game. If you just want to change control of their side(s) use the :control command instead.
target: 
    𐑒𐑦𐑒 𐑩 𐑿𐑟𐑼 𐑦𐑯 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻. 𐑞𐑱 𐑢𐑦𐑤 𐑚𐑰 𐑱𐑚𐑩𐑤 𐑑 𐑮𐑰𐑡𐑶𐑯 𐑞 𐑜𐑱𐑥. 𐑦𐑓 𐑿 𐑡𐑳𐑕𐑑 𐑢𐑪𐑯𐑑 𐑑 𐑗𐑱𐑯𐑡 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑝 𐑞𐑺 𐑕𐑲𐑛(𐑕) 𐑿𐑟 𐑞 :𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑒𐑩𐑥𐑭𐑯𐑛 𐑦𐑯𐑕𐑑𐑧𐑛.

note: [topic]: id=mp_commands
en: 
    Mute a specific observer. If no username is supplied the muted usernames are displayed.
target: 
    𐑥𐑿𐑑 𐑩 𐑕𐑐𐑩𐑕𐑦𐑓𐑦𐑒 𐑩𐑚𐑟𐑻𐑝𐑻. 𐑦𐑓 𐑯𐑴 𐑿𐑟𐑻𐑯𐑱𐑥 𐑦𐑟 𐑕𐑩𐑐𐑤𐑲𐑛 𐑞 𐑥𐑿𐑑𐑩𐑛 𐑿𐑟𐑼𐑯𐑱𐑥𐑟 𐑸 𐑛𐑦𐑕𐑐𐑤𐑱𐑛.

note: [topic]: id=mp_commands
en: 
    Toggle muting/silencing of all observers on/off.
target: 
    𐑑𐑪𐑜𐑩𐑤 𐑥𐑿𐑑𐑦𐑙/𐑕𐑲𐑤𐑩𐑯𐑕𐑦𐑙 𐑝 𐑷𐑤 𐑩𐑚𐑟𐑻𐑝𐑼𐑟 𐑪𐑯/𐑪𐑓.

note: [topic]: id=mp_commands
en: 
    Unban a user in a multiplayer game by the IP address used by that username. Can be used on users not in the game but on the server.
target: 
    𐑳𐑯𐑚𐑨𐑯 𐑩 𐑿𐑟𐑼 𐑦𐑯 𐑩 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻 𐑜𐑱𐑥 𐑚𐑲 𐑞 ·𐑦·𐑐 𐑩𐑛𐑮𐑧𐑕 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑚𐑲 𐑞𐑨𐑑 𐑿𐑟𐑻𐑯𐑱𐑥. 𐑒𐑨𐑯 𐑚𐑰 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛 𐑪𐑯 𐑿𐑟𐑼𐑟 𐑯𐑪𐑑 𐑦𐑯 𐑞 𐑜𐑱𐑥 𐑚𐑳𐑑 𐑪𐑯 𐑞 𐑕𐑻𐑝𐑻.

note: [topic]: id=mp_commands
en: 
    Unmute a specific observer. If no username is supplied the list of muted observers is cleared.
target: 
    𐑳𐑯𐑥𐑿𐑑 𐑩 𐑕𐑐𐑩𐑕𐑦𐑓𐑦𐑒 𐑩𐑚𐑟𐑻𐑝𐑻. 𐑦𐑓 𐑯𐑴 𐑿𐑟𐑻𐑯𐑱𐑥 𐑦𐑟 𐑕𐑩𐑐𐑤𐑲𐑛 𐑞 𐑤𐑦𐑕𐑑 𐑝 𐑥𐑿𐑑𐑩𐑛 𐑩𐑚𐑟𐑻𐑝𐑼𐑟 𐑦𐑟 𐑒𐑤𐑽𐑛.

note: [topic]: id=debug_commands
en: Debug mode commands
target: 𐑛𐑰𐑚𐑳𐑜 𐑥𐑴𐑛 𐑒𐑩𐑥𐑭𐑯𐑛𐑟

note: [topic]: id=debug_commands
en: 
    Brings up a menu for choosing a scenario to immediately advance to in a campaign.
target: 
    𐑚𐑮𐑦𐑙𐑟 𐑳𐑐 𐑩 𐑥𐑧𐑯𐑿 𐑓𐑹 𐑗𐑵𐑟𐑦𐑙 𐑩 𐑕𐑦𐑯𐑺𐑰𐑴 𐑑 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑛𐑝𐑭𐑯𐑕 𐑑 𐑦𐑯 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯.

note: [topic]: id=debug_commands
en: 
    Create a unit of the specified type on the selected hex.
target: 
    𐑒𐑮𐑰𐑱𐑑 𐑩 𐑿𐑯𐑦𐑑 𐑝 𐑞 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑑𐑲𐑐 𐑪𐑯 𐑞 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑣𐑧𐑒𐑕.

note: [topic]: id=debug_commands
en: 
    Toggle fog/shroud for the current side.
target: 
    𐑑𐑪𐑜𐑩𐑤 𐑓𐑪𐑜/𐑖𐑮𐑬𐑛 𐑓𐑹 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑕𐑲𐑛.

note: [topic]: id=debug_commands
en: 
    Adds the specified amount to the current side’s gold.
target: 
    𐑨𐑛𐑟 𐑞 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑩𐑥𐑬𐑯𐑑 𐑑 𐑞 𐑒𐑳𐑮𐑩𐑯𐑑 𐑕𐑲𐑛𐑟 𐑜𐑴𐑤𐑛.

note: [topic]: id=debug_commands
en: 
    Immediately advances to the next scenario in a campaign.
target: 
    𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑑 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑕𐑦𐑯𐑺𐑰𐑴 𐑦𐑯 𐑩 𐑒𐑨𐑥𐑐𐑱𐑯.

note: [topic]: id=debug_commands
en: 
    Manually set a gamestate variable to value.
target: 
    𐑥𐑨𐑯𐑘𐑫𐑩𐑤𐑦 𐑕𐑧𐑑 𐑩 𐑜𐑱𐑥𐑕𐑑𐑱𐑑 𐑝𐑺𐑦𐑩𐑚𐑩𐑤 𐑑 𐑝𐑨𐑤𐑿.

note: [topic]: id=debug_commands
en: 
    Show a gamestate variable.
target: 
    𐑖𐑴 𐑩 𐑜𐑱𐑥𐑕𐑑𐑱𐑑 𐑝𐑺𐑦𐑩𐑚𐑩𐑤.

note: [topic]: id=debug_commands
en: 
    Manually fire the specified event.
target: 
    𐑥𐑨𐑯𐑘𐑫𐑩𐑤𐑦 𐑓𐑲𐑼 𐑞 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑦𐑝𐑧𐑯𐑑.

note: [topic]: id=debug_commands
en: 
    Modifies the specified property of the selected unit. Example: :unit hitpoints=100
target: 
    𐑥𐑪𐑛𐑦𐑓𐑲𐑟 𐑞 𐑕𐑐𐑧𐑕𐑦𐑓𐑲𐑛 𐑐𐑮𐑪𐑐𐑼𐑑𐑦 𐑝 𐑞 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑿𐑯𐑦𐑑. 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤: :𐑿𐑯𐑦𐑑 hitpoints=100

note: [topic]: id=debug_commands
en: 
    Makes the selected unit level up N times. Example: :unit advances=2
target: 
    𐑥𐑱𐑒𐑕 𐑞 𐑕𐑩𐑤𐑧𐑒𐑑𐑩𐑛 𐑿𐑯𐑦𐑑 𐑤𐑧𐑝𐑩𐑤 𐑳𐑐 n 𐑑𐑲𐑥𐑟. 𐑦𐑜𐑟𐑭𐑥𐑐𐑩𐑤: :𐑿𐑯𐑦𐑑 advances=2

note: [heals]: id=curing
en: cures
target: 𐑒𐑘𐑫𐑮𐑟

note: [heals]: id=curing
en: female^cures
target: 𐑒𐑘𐑫𐑮𐑟

note: [regenerate]: id=regenerates
en: regenerates
target: 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕

note: [regenerate]: id=regenerates
en: female^regenerates
target: 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕

note: [resistance]: id=steadfast
en: steadfast
target: 𐑕𐑑𐑧𐑛𐑓𐑭𐑕𐑑

note: [resistance]: id=steadfast
en: female^steadfast
target: 𐑕𐑑𐑧𐑛𐑓𐑭𐑕𐑑

note: [leadership]: id=leadership
en: leadership
target: 𐑤𐑰𐑛𐑼𐑖𐑦𐑐

note: [leadership]: id=leadership
en: female^leadership
target: 𐑤𐑰𐑛𐑼𐑖𐑦𐑐

note: [skirmisher]: id=skirmisher
en: skirmisher
target: 𐑕𐑒𐑻𐑥𐑦𐑖𐑻

note: [skirmisher]: id=skirmisher
en: female^skirmisher
target: 𐑕𐑒𐑻𐑥𐑦𐑖𐑻

note: [illuminates]: id=illumination
en: illuminates
target: 𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑕

note: [illuminates]: id=illumination
en: female^illuminates
target: 𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑑𐑕

note: [teleport]: id=teleport
en: teleport
target: 𐑑𐑧𐑤𐑩𐑐𐑹𐑑

note: [teleport]: id=teleport
en: female^teleport
target: 𐑑𐑧𐑤𐑩𐑐𐑹𐑑

note: [hides]: id=ambush
en: ambush
target: 𐑨𐑥𐑚𐑫𐑖

note: [hides]: id=ambush
en: female^ambush
target: 𐑨𐑥𐑚𐑫𐑖

note: [hides]: id=nightstalk
en: nightstalk
target: 𐑯𐑲𐑑𐑕𐑑𐑷𐑒

note: [hides]: id=nightstalk
en: female^nightstalk
target: 𐑯𐑲𐑑𐑕𐑑𐑷𐑒

note: [hides]: id=concealment
en: concealment
target: 𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑

note: [hides]: id=concealment
en: female^concealment
target: 𐑒𐑩𐑯𐑕𐑰𐑤𐑥𐑩𐑯𐑑

note: [hides]: id=submerge
en: submerge
target: 𐑕𐑩𐑚𐑥𐑻𐑡

note: [hides]: id=submerge
en: female^submerge
target: 𐑕𐑩𐑚𐑥𐑻𐑡

note: [dummy]: id=feeding
en: feeding
target: 𐑓𐑰𐑛𐑦𐑙

note: [dummy]: id=feeding
en: female^feeding
target: 𐑓𐑰𐑛𐑦𐑙

note: [unstore_unit]
en: +1 max HP
target: +1 𐑥𐑨𐑒𐑕 HP

note: [damage]: id=backstab
en: backstab
target: 𐑚𐑨𐑒𐑕𐑑𐑨𐑚

note: [plague]: id=plague({TYPE}), type={TYPE} [plague]: id=plague, type=Walking Corpse
en: plague
target: 𐑐𐑤𐑱𐑜

note: [slow]: id=slow
en: slows
target: 𐑕𐑤𐑴𐑟

note: [petrifies]: id=petrifies
en: petrifies
target: 𐑐𐑧𐑑𐑮𐑩𐑓𐑲𐑟

note: [chance_to_hit]: id=marksman
en: marksman
target: 𐑥𐑸𐑒𐑕𐑥𐑩𐑯

note: [swarm]: id=swarm
en: swarm
target: 𐑕𐑢𐑹𐑥

note: [damage]: id=charge
en: charge
target: 𐑗𐑸𐑡

note: [drains]: id=drains
en: drains
target: 𐑛𐑮𐑱𐑯𐑟

note: [poison]: id=poison
en: poison
target: 𐑐𐑶𐑟𐑩𐑯

note: [advancement]: id=amla_default
en: Max HP bonus +3, Max XP +20%
target: 𐑥𐑨𐑒𐑕 HP 𐑚𐑴𐑯𐑩𐑕 +3, 𐑥𐑨𐑒𐑕 XP +20%

note: [time]: id=deep_underground
en: Deep Underground
target: 𐑛𐑰𐑐 𐑳𐑯𐑛𐑼𐑜𐑮𐑬𐑯𐑛

en: 
    
    Special Notes:
target: 
    
    𐑕𐑐𐑧𐑖𐑩𐑤 𐑯𐑴𐑑𐑕:

en:  Spirits have very unusual resistances to damage, and move quite slowly over open water.
target: 𐑕𐑐𐑦𐑮𐑦𐑑𐑕 𐑣𐑨𐑝 𐑝𐑧𐑮𐑦 𐑳𐑯𐑿𐑠𐑫𐑩𐑤 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟 𐑑 𐑛𐑨𐑥𐑦𐑡, 𐑯 𐑥𐑵𐑝 𐑒𐑢𐑲𐑑 𐑕𐑤𐑴𐑤𐑦 𐑴𐑝𐑼 𐑴𐑐𐑩𐑯 𐑢𐑷𐑑𐑼.

en:  This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑸𐑒𐑱𐑯 𐑩𐑑𐑨𐑒 𐑛𐑰𐑤𐑟 𐑑𐑮𐑦𐑥𐑧𐑯𐑛𐑩𐑕 𐑛𐑨𐑥𐑦𐑡 𐑑 𐑥𐑨𐑡𐑦𐑒𐑩𐑤 𐑒𐑮𐑰𐑗𐑼𐑟, 𐑯 𐑰𐑝𐑩𐑯 𐑕𐑳𐑥 𐑑 𐑥𐑩𐑯𐑛𐑱𐑯 𐑒𐑮𐑰𐑗𐑼𐑟.

en:  This unit is capable of basic healing.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑚𐑱𐑕𐑦𐑒 𐑣𐑰𐑤𐑦𐑙.

en:  This unit is capable of healing those around it, and curing them of poison.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑣𐑰𐑤𐑦𐑙 𐑞𐑴𐑟 𐑩𐑮𐑬𐑯𐑛 𐑦𐑑, 𐑯 𐑒𐑘𐑫𐑼𐑦𐑙 𐑞𐑧𐑥 𐑝 𐑐𐑶𐑟𐑩𐑯.

en:  This unit is capable of neutralizing the effects of poison in units around it.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑯𐑵𐑑𐑮𐑩𐑤𐑲𐑟𐑦𐑙 𐑞 𐑦𐑓𐑧𐑒𐑑𐑕 𐑝 𐑐𐑶𐑟𐑩𐑯 𐑦𐑯 𐑿𐑯𐑦𐑑𐑕 𐑩𐑮𐑬𐑯𐑛 𐑦𐑑.

en:  This unit regenerates, which allows it to heal as though always stationed in a village.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑮𐑰𐑡𐑧𐑯𐑻𐑱𐑑𐑕, 𐑢𐑦𐑗 𐑩𐑤𐑬𐑟 𐑦𐑑 𐑑 𐑣𐑰𐑤 𐑨𐑟 𐑞𐑴 𐑷𐑤𐑢𐑱𐑟 𐑕𐑑𐑱𐑖𐑩𐑯𐑛 𐑦𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡.

en:  The steadiness of this unit reduces damage from some attacks, but only while defending.
target: 𐑞 𐑕𐑑𐑧𐑛𐑰𐑯𐑦𐑕 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑮𐑦𐑛𐑿𐑕𐑩𐑟 𐑛𐑨𐑥𐑦𐑡 𐑓𐑮𐑪𐑥 𐑕𐑳𐑥 𐑩𐑑𐑨𐑒𐑕, 𐑚𐑳𐑑 𐑴𐑯𐑤𐑦 𐑢𐑲𐑤 𐑛𐑦𐑓𐑧𐑯𐑛𐑦𐑙.

en:  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.
target: 𐑞 𐑤𐑰𐑛𐑼𐑖𐑦𐑐 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑯𐑱𐑚𐑩𐑤𐑟 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑿𐑯𐑦𐑑𐑕 𐑝 𐑞 𐑕𐑱𐑥 𐑕𐑲𐑛 𐑑 𐑛𐑰𐑤 𐑥𐑹 𐑛𐑨𐑥𐑦𐑡 𐑦𐑯 𐑒𐑪𐑥𐑚𐑨𐑑, 𐑞𐑴 𐑞𐑦𐑕 𐑴𐑯𐑤𐑦 𐑩𐑐𐑤𐑲𐑟 𐑑 𐑿𐑯𐑦𐑑𐑕 𐑝 𐑤𐑴𐑼 𐑤𐑧𐑝𐑩𐑤.

en:  This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑕𐑒𐑦𐑤 𐑨𐑑 𐑕𐑒𐑻𐑥𐑦𐑖𐑦𐑙 𐑩𐑤𐑬𐑟 𐑦𐑑 𐑑 𐑦𐑜𐑯𐑹 𐑧𐑯𐑦𐑥𐑦𐑟' 𐑟𐑴𐑯𐑟 𐑝 𐑒𐑩𐑯𐑑𐑮𐑴𐑤 𐑯 𐑞𐑳𐑕 𐑥𐑵𐑝 𐑩𐑯𐑣𐑦𐑯𐑛𐑻𐑛 𐑩𐑮𐑬𐑯𐑛 𐑞𐑧𐑥.

en:  Illumination increases the lighting level in adjacent areas.
target: 𐑦𐑤𐑵𐑥𐑩𐑯𐑱𐑖𐑩𐑯 𐑦𐑯𐑒𐑮𐑰𐑕𐑩𐑟 𐑞 𐑤𐑲𐑑𐑦𐑙 𐑤𐑧𐑝𐑩𐑤 𐑦𐑯 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑺𐑰𐑩𐑟.

en:  This unit can use one move to teleport between any two empty villages controlled by its side.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑿𐑕 𐑢𐑳𐑯 𐑥𐑵𐑝 𐑑 𐑑𐑧𐑤𐑩𐑐𐑹𐑑 𐑚𐑦𐑑𐑢𐑰𐑯 𐑧𐑯𐑦 𐑑𐑵 𐑧𐑥𐑐𐑑𐑦 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 𐑒𐑩𐑯𐑑𐑮𐑴𐑤𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑕𐑲𐑛.

en:  In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking.
target: 𐑦𐑯 𐑢𐑫𐑛𐑤𐑨𐑯𐑛𐑟, 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑨𐑥𐑚𐑫𐑖 𐑕𐑒𐑦𐑤 𐑮𐑧𐑯𐑛𐑻𐑟 𐑦𐑑 𐑦𐑯𐑝𐑦𐑕𐑦𐑚𐑩𐑤 𐑑 𐑧𐑯𐑦𐑥𐑦𐑟 𐑳𐑯𐑤𐑧𐑕 𐑦𐑑 𐑦𐑟 𐑦𐑥𐑰𐑛𐑾𐑑𐑤𐑰 𐑩𐑡𐑱𐑕𐑩𐑯𐑑 𐑹 𐑣𐑨𐑟 𐑮𐑦𐑝𐑰𐑤𐑛 𐑦𐑑𐑕𐑧𐑤𐑓 𐑚𐑲 𐑩𐑑𐑨𐑒𐑦𐑙.

en:  This unit is able to hide at night, leaving no trace of its presence.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑱𐑚𐑩𐑤 𐑑 𐑣𐑲𐑛 𐑨𐑑 𐑯𐑲𐑑, 𐑤𐑰𐑝𐑦𐑙 𐑯𐑴 𐑑𐑮𐑱𐑕 𐑝 𐑦𐑑𐑕 𐑐𐑮𐑧𐑟𐑩𐑯𐑕.

en:  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.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑣𐑲𐑛 𐑦𐑯 𐑝𐑦𐑤𐑦𐑡𐑦𐑟 (𐑢𐑦𐑞 𐑞 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯 𐑝 𐑢𐑷𐑑𐑼 𐑝𐑦𐑤𐑦𐑡𐑦𐑟), 𐑯 𐑮𐑦𐑥𐑱𐑯 𐑩𐑯𐑛𐑦𐑑𐑧𐑒𐑑𐑦𐑛 𐑚𐑲 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑚𐑲 𐑞𐑴𐑟 𐑕𐑑𐑨𐑯𐑛𐑦𐑙 𐑯𐑧𐑒𐑕𐑑 𐑑 𐑦𐑑.

en:  This unit can move unseen in deep water, requiring no air from the surface.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑥𐑵𐑝 𐑩𐑯𐑕𐑰𐑯 𐑦𐑯 𐑛𐑰𐑐 𐑢𐑷𐑑𐑼, 𐑮𐑦𐑒𐑢𐑲𐑼𐑦𐑙 𐑯𐑴 𐑺 𐑓𐑮𐑪𐑥 𐑞 𐑕𐑻𐑓𐑦𐑕.

en:  This unit gains 1 hitpoint added to its maximum whenever it kills a living unit.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑜𐑱𐑯𐑟 1 𐑣𐑦𐑑𐑐𐑶𐑯𐑑 𐑨𐑛𐑩𐑛 𐑑 𐑦𐑑𐑕 𐑥𐑨𐑒𐑕𐑦𐑥𐑩𐑥 𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑 𐑒𐑦𐑤𐑟 𐑩 𐑤𐑦𐑝𐑦𐑙 𐑿𐑯𐑦𐑑.

en:  Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead.
target: 𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑𐑕 𐑚𐑻𐑕𐑻𐑒 𐑩𐑑𐑨𐑒 𐑦𐑟 𐑫𐑸𐑹𐑴𐑖𐑱𐑿𐑟𐑛, 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑩𐑯𐑑𐑦𐑯𐑿𐑟 𐑑 𐑐𐑫𐑖 𐑞 𐑩𐑑𐑨𐑒 𐑳𐑯𐑑𐑦𐑤 𐑲𐑞𐑼 𐑦𐑑 𐑹 𐑦𐑑𐑕 𐑧𐑯𐑩𐑥𐑦 𐑤𐑲𐑟 𐑛𐑧𐑛.

en:  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.
target: 𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑪𐑯 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑕𐑲𐑛 𐑝 𐑞 𐑑𐑸𐑜𐑧𐑑 𐑢𐑲𐑤 𐑩𐑑𐑨𐑒𐑦𐑙 𐑦𐑑, 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑥𐑱 𐑚𐑨𐑒𐑕𐑑𐑨𐑚, 𐑦𐑯𐑓𐑤𐑦𐑒𐑑𐑦𐑙 𐑛𐑳𐑚𐑩𐑤 𐑛𐑨𐑥𐑦𐑡 𐑚𐑲 𐑒𐑮𐑰𐑐𐑦𐑙 𐑩𐑮𐑬𐑯𐑛 𐑚𐑦𐑣𐑲𐑯𐑛 𐑞𐑨𐑑 𐑧𐑯𐑩𐑥𐑦.

en:  Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village.
target: 𐑓𐑴𐑟 𐑣𐑵 𐑤𐑵𐑟 𐑞𐑺 𐑤𐑲𐑓 𐑑 𐑞 𐑐𐑤𐑱𐑜 𐑢𐑦𐑤 𐑮𐑲𐑟 𐑩𐑜𐑱𐑯 𐑦𐑯 𐑩𐑯𐑤𐑲𐑓, 𐑳𐑯𐑤𐑧𐑕 𐑞𐑱 𐑸 𐑕𐑑𐑨𐑯𐑛𐑦𐑙 𐑪𐑯 𐑩 𐑝𐑦𐑤𐑦𐑡.

en:  This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑟 𐑱𐑚𐑩𐑤 𐑑 𐑕𐑤𐑴 𐑦𐑑𐑕 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑣𐑨𐑝𐑦𐑙 𐑞𐑺 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑕𐑐𐑰𐑛 𐑯 𐑩𐑑𐑨𐑒 𐑛𐑨𐑥𐑦𐑡 𐑳𐑯𐑑𐑦𐑤 𐑞𐑱 𐑧𐑯𐑛 𐑩 𐑑𐑻𐑯.

en:  The ability to turn the living to stone makes this unit extremely dangerous.
target: 𐑞 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑑 𐑑𐑻𐑯 𐑞 𐑤𐑦𐑝𐑦𐑙 𐑑 𐑕𐑑𐑴𐑯 𐑥𐑱𐑒𐑕 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑛𐑱𐑯𐑡𐑼𐑩𐑕.

en:  This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.
target: 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑥𐑸𐑒𐑕𐑥𐑩𐑯𐑖𐑦𐑐 𐑜𐑦𐑝𐑟 𐑦𐑑 𐑩 𐑣𐑲 𐑗𐑭𐑯𐑕 𐑝 𐑣𐑦𐑑𐑦𐑙 𐑑𐑸𐑜𐑩𐑑𐑦𐑛 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑚𐑳𐑑 𐑴𐑯𐑤𐑦 𐑪𐑯 𐑞 𐑩𐑑𐑨𐑒.

en:  The swarming attacks of this unit become less deadly whenever its members are wounded.
target: 𐑞 𐑕𐑢𐑹𐑥𐑦𐑙 𐑩𐑑𐑨𐑒𐑕 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑚𐑦𐑒𐑳𐑥 𐑤𐑧𐑕 𐑛𐑧𐑛𐑤𐑰 𐑢𐑧𐑯𐑧𐑝𐑼 𐑦𐑑𐑕 𐑥𐑧𐑥𐑚𐑼𐑟 𐑸 𐑢𐑵𐑯𐑛𐑩𐑛.

en:  Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.
target: 𐑿𐑟𐑦𐑙 𐑩 𐑗𐑸𐑡𐑦𐑙 𐑩𐑑𐑨𐑒 𐑛𐑩𐑚𐑩𐑤𐑟 𐑚𐑴𐑔 𐑛𐑨𐑥𐑦𐑡 𐑛𐑧𐑤𐑑 𐑯 𐑮𐑦𐑕𐑰𐑝𐑛; 𐑞𐑦𐑕 𐑛𐑴𐑟 𐑯𐑪𐑑 𐑩𐑓𐑧𐑒𐑑 𐑛𐑦𐑓𐑧𐑯𐑕𐑦𐑝 𐑮𐑰𐑑𐑨𐑤𐑰𐑱𐑖𐑩𐑯.

en:  During battle, this unit can drain life from victims to renew its own health.
target: 𐑛𐑘𐑫𐑼𐑦𐑙 𐑚𐑨𐑑𐑩𐑤, 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑 𐑒𐑨𐑯 𐑛𐑮𐑱𐑯 𐑤𐑲𐑓 𐑓𐑮𐑪𐑥 𐑝𐑦𐑒𐑑𐑩𐑥𐑟 𐑑 𐑮𐑰𐑯𐑿 𐑦𐑑𐑕 𐑴𐑯 𐑣𐑧𐑤𐑔.

en:  The length of this unit’s weapon allows it to strike first in melee, even in defense.
target: 𐑞 𐑤𐑧𐑙𐑔 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑢𐑧𐑐𐑩𐑯 𐑩𐑤𐑬𐑟 𐑦𐑑 𐑑 𐑕𐑑𐑮𐑲𐑒 𐑓𐑻𐑕𐑑 𐑦𐑯 𐑥𐑱𐑤𐑱, 𐑰𐑝𐑩𐑯 𐑦𐑯 𐑛𐑦𐑓𐑧𐑯𐑕.

en:  The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures.
target: 𐑞 𐑝𐑦𐑒𐑑𐑩𐑥𐑟 𐑝 𐑞𐑦𐑕 𐑿𐑯𐑦𐑑𐑕 𐑐𐑶𐑟𐑩𐑯 𐑢𐑦𐑤 𐑒𐑩𐑯𐑑𐑦𐑯𐑿𐑩𐑤𐑦 𐑑𐑱𐑒 𐑛𐑨𐑥𐑦𐑡 𐑳𐑯𐑑𐑦𐑤 𐑞𐑱 𐑒𐑨𐑯 𐑚𐑰 𐑒𐑘𐑫𐑼𐑛 𐑦𐑯 𐑑𐑬𐑯 𐑹 𐑚𐑲 𐑩 𐑿𐑯𐑦𐑑 𐑢𐑦𐑗 𐑒𐑘𐑫𐑮𐑟.

note: [trait]: id=loyal
en: loyal
target: 𐑤𐑶𐑩𐑤

note: [trait]: id=loyal
en: female^loyal
target: 𐑤𐑶𐑩𐑤

note: [trait]: id=loyal
en: Zero upkeep
target: 𐑟𐑽𐑴 𐑳𐑐𐑒𐑰𐑐

note: [trait]: id=undead
en: undead
target: 𐑳𐑯𐑛𐑧𐑛

note: [trait]: id=undead
en: female^undead
target: 𐑳𐑯𐑛𐑧𐑛

note: [trait]: id=elemental [trait]: id=mechanical [trait]: id=undead
en: Immune to drain, poison, and plague
target: 𐑦𐑥𐑿𐑯 𐑑 𐑛𐑮𐑱𐑯, 𐑐𐑶𐑟𐑩𐑯 𐑯 𐑐𐑤𐑱𐑜

note: [trait]: id=mechanical
en: mechanical
target: 𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤

note: [trait]: id=mechanical
en: female^mechanical
target: 𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤

note: [trait]: id=strong
en: strong
target: 𐑕𐑑𐑮𐑪𐑙

note: [trait]: id=strong
en: female^strong
target: 𐑕𐑑𐑮𐑪𐑙

note: [trait]: id=dextrous
en: dextrous
target: 𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕

note: [trait]: id=dextrous
en: female^dextrous
target: 𐑛𐑧𐑒𐑕𐑑𐑮𐑩𐑕

note: [trait]: id=quick
en: quick
target: 𐑒𐑢𐑦𐑒

note: [trait]: id=quick
en: female^quick
target: 𐑒𐑢𐑦𐑒

note: [trait]: id=intelligent
en: intelligent
target: 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑

note: [trait]: id=intelligent
en: female^intelligent
target: 𐑦𐑯𐑑𐑧𐑤𐑦𐑡𐑩𐑯𐑑

note: [trait]: id=resilient
en: resilient
target: 𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑

note: [trait]: id=resilient
en: female^resilient
target: 𐑮𐑦𐑟𐑦𐑤𐑘𐑩𐑯𐑑

note: [trait]: id=healthy
en: healthy
target: 𐑣𐑧𐑤𐑔𐑦

note: [trait]: id=healthy
en: female^healthy
target: 𐑣𐑧𐑤𐑔𐑦

note: [trait]: id=healthy
en: Always rest heals
target: 𐑷𐑤𐑢𐑱𐑟 𐑮𐑧𐑕𐑑 𐑣𐑰𐑤𐑟

note: [trait]: id=fearless
en: fearless
target: 𐑓𐑽𐑤𐑩𐑕

note: [trait]: id=fearless
en: female^fearless
target: 𐑓𐑽𐑤𐑩𐑕

note: [trait]: id=fearless
en: Fights normally during unfavorable times of day/night
target: 𐑓𐑲𐑑𐑕 𐑯𐑹𐑥𐑩𐑤𐑦 𐑛𐑘𐑫𐑼𐑦𐑙 𐑩𐑯𐑓𐑱𐑝𐑻𐑩𐑚𐑩𐑤 𐑑𐑲𐑥𐑟 𐑝 𐑛𐑱/𐑯𐑲𐑑

note: [trait]: id=weak
en: weak
target: 𐑢𐑰𐑒

note: [trait]: id=weak
en: female^weak
target: 𐑢𐑰𐑒

note: [trait]: id=slow
en: slow
target: 𐑕𐑤𐑴

note: [trait]: id=slow
en: female^slow
target: 𐑕𐑤𐑴

note: [trait]: id=dim
en: dim
target: 𐑛𐑦𐑥

note: [trait]: id=dim
en: female^dim
target: 𐑛𐑦𐑥

note: [trait]: id=aged
en: aged
target: 𐑱𐑡𐑦𐑛

note: [race]: id=bats
en: race^Bat
target: 𐑚𐑨𐑑

note: [race]: id=bats
en: race+female^Bat
target: 𐑚𐑨𐑑

note: [race]: id=bats
en: race^Bats
target: 𐑚𐑨𐑑𐑕

note: [race]: id=drake
en: race^Drake
target: 𐑛𐑮𐑱𐑒

note: [race]: id=drake
en: race+female^Drake
target: 𐑛𐑮𐑱𐑒

note: [race]: id=drake
en: race^Drakes
target: 𐑛𐑮𐑱𐑒𐑕

note: [race]: id=dwarf
en: race^Dwarf
target: 𐑛𐑢𐑹𐑓

note: [race]: id=dwarf
en: race+female^Dwarf
target: 𐑛𐑢𐑹𐑓

note: [race]: id=dwarf
en: race^Dwarves
target: 𐑛𐑢𐑹𐑝𐑟

note: [race]: id=elf
en: race^Elf
target: 𐑧𐑤𐑓

note: [race]: id=elf
en: race+female^Elf
target: 𐑧𐑤𐑓

note: [race]: id=elf
en: race^Elves
target: 𐑧𐑤𐑝𐑟

note: [race]: id=goblin
en: race^Goblin
target: 𐑜𐑭𐑚𐑤𐑦𐑯

note: [race]: id=goblin
en: race+female^Goblin
target: 𐑜𐑭𐑚𐑤𐑦𐑯

note: [race]: id=goblin
en: race^Goblins
target: 𐑜𐑭𐑚𐑤𐑦𐑯𐑟

note: [race]: id=gryphon, description=
en: race^Gryphon
target: 𐑜𐑮𐑦𐑓𐑩𐑯

note: [race]: id=gryphon, description=
en: race+female^Gryphon
target: 𐑜𐑮𐑦𐑓𐑩𐑯

note: [race]: id=gryphon, description=
en: race^Gryphons
target: 𐑜𐑮𐑦𐑓𐑩𐑯𐑟

note: [race]: id=human
en: race^Human
target: 𐑣𐑿𐑥𐑩𐑯

note: [race]: id=human
en: race+female^Human
target: 𐑣𐑿𐑥𐑩𐑯

note: [race]: id=human
en: race^Humans
target: 𐑣𐑿𐑥𐑩𐑯𐑟

note: [race]: id=human
en: The race of men is an extremely diverse one. Although they originally came from the Old Continent, men have spread all over the world and split into many different cultures and races. Although they are not imbued with magic like other creatures, humans can learn to wield it and able to learn more types than most others. They have no extra special abilities or aptitudes except their versatility and drive. While often at odds with other races, they can occasionally form alliances with the less aggressive races such as elves and dwarves. The less scrupulous among them do not shrink back from hiring orcish mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the undead. Men are shorter than the elves, but taller still than dwarves. Their skin color can vary, from almost white to dark brown.
    
    <header>text='Subjects of the Crown'</header>
    Many different groups of men exist, but the majority of them on the Great Continent live under the rule of the Crown of Wesnoth. The humans first appeared on the Great Continent from a land far across the ocean to the West, the Green Isle, and soon established their capital at the inland city of Weldyn. Over the following centuries they have built up a number cities across the continent. The soldiers from the Crown of Wesnoth protect the country, forming the most organized military force in the known world. Its warriors come from the main provinces, where all men are conscripted at an early age.
    
    <header>text='The Clansmen'</header>
    The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography consisting of more open plains and rolling hills than the western, more civilized provinces. They are home to the Horse Clans, who are allied with the Crown of Wesnoth but operate independently and maintain their own identity. Some consider them to be a tributary state, which sends food and soldiers to Crown in exchange for protection. Others say they are on equal footing with the western half of Wesnoth. In any case, the eastern provinces do not have a conscript army the way Western Wesnoth does. Training for fighting is part of the way of life of the Clans; the parents teach the children to ride horses, fight and shoot a bow from an early age. In general, the Clan warriors are less organized than the civilized fighters, and the strengths and weaknesses of these groups complement each other.
target: 𐑞 𐑮𐑱𐑕 𐑝 𐑥𐑧𐑯 𐑦𐑟 𐑩𐑯 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑛𐑲𐑝𐑻𐑕 𐑢𐑳𐑯. 𐑷𐑤𐑞𐑴 𐑞𐑱 𐑩𐑮𐑦𐑡𐑩𐑯𐑩𐑤𐑦 𐑒𐑱𐑥 𐑓𐑮𐑪𐑥 𐑞 𐑴𐑤𐑛 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑, 𐑥𐑧𐑯 𐑣𐑨𐑝 𐑕𐑐𐑮𐑧𐑛 𐑷𐑤 𐑴𐑝𐑼 𐑞 𐑢𐑻𐑤𐑛 𐑯 𐑕𐑐𐑤𐑦𐑑 𐑦𐑯𐑑𐑫 𐑥𐑧𐑯𐑦 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑒𐑩𐑤𐑗𐑻𐑟 𐑯 𐑮𐑱𐑕𐑩𐑟. 𐑷𐑤𐑞𐑴 𐑞𐑱 𐑸 𐑯𐑪𐑑 𐑦𐑥𐑚𐑿𐑛 𐑢𐑦𐑞 𐑥𐑨𐑡𐑦𐑒 𐑤𐑲𐑒 𐑳𐑞𐑼 𐑒𐑮𐑰𐑗𐑼𐑟, 𐑣𐑿𐑥𐑩𐑯𐑟 𐑒𐑨𐑯 𐑤𐑻𐑯 𐑑 𐑢𐑰𐑤𐑛 𐑦𐑑 𐑯 𐑱𐑚𐑩𐑤 𐑑 𐑤𐑻𐑯 𐑥𐑹 𐑑𐑲𐑐𐑕 𐑞𐑨𐑯 𐑥𐑴𐑕𐑑 𐑳𐑞𐑼𐑟. 𐑞𐑱 𐑣𐑨𐑝 𐑯𐑴 𐑧𐑒𐑕𐑑𐑮𐑩 𐑕𐑐𐑧𐑖𐑩𐑤 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟 𐑹 𐑨𐑐𐑑𐑩𐑑𐑵𐑛𐑟 𐑦𐑒𐑕𐑧𐑐𐑑 𐑞𐑺 𐑝𐑻𐑕𐑩𐑑𐑦𐑤𐑩𐑑𐑰 𐑯 𐑛𐑮𐑲𐑝. 𐑢𐑲𐑤 𐑪𐑓𐑩𐑯 𐑨𐑑 𐑪𐑛𐑟 𐑢𐑦𐑞 𐑳𐑞𐑼 𐑮𐑱𐑕𐑩𐑟, 𐑞𐑱 𐑒𐑨𐑯 𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤𐑦 𐑓𐑹𐑥 𐑩𐑤𐑲𐑩𐑯𐑕𐑩𐑟 𐑢𐑦𐑞 𐑞 𐑤𐑧𐑕 𐑩𐑜𐑮𐑧𐑕𐑦𐑝 𐑮𐑱𐑕𐑩𐑟 𐑕𐑳𐑗 𐑨𐑟 𐑧𐑤𐑝𐑟 𐑯 𐑛𐑢𐑹𐑝𐑟. 𐑞 𐑤𐑧𐑕 𐑕𐑒𐑮𐑵𐑐𐑘𐑩𐑤𐑩𐑕 𐑩𐑥𐑳𐑙 𐑞𐑧𐑥 𐑛𐑵 𐑯𐑪𐑑 𐑖𐑮𐑰𐑙𐑒 𐑚𐑨𐑒 𐑓𐑮𐑪𐑥 𐑣𐑲𐑮𐑦𐑙 𐑹𐑒𐑦𐑖 𐑥𐑻𐑕𐑩𐑯𐑺𐑰𐑟, 𐑲𐑞𐑼. 𐑞𐑱 𐑣𐑨𐑝 𐑯𐑴 𐑯𐑨𐑗𐑼𐑩𐑤 𐑧𐑯𐑦𐑥𐑦𐑟, 𐑷𐑤𐑞𐑴 𐑞 𐑥𐑩𐑡𐑪𐑮𐑦𐑑𐑦 𐑝 𐑥𐑧𐑯, 𐑤𐑲𐑒 𐑥𐑴𐑕𐑑 𐑐𐑰𐑐𐑩𐑤 𐑝 𐑷𐑤 𐑮𐑱𐑕𐑩𐑟, 𐑣𐑨𐑝 𐑩𐑯 𐑦𐑯𐑕𐑑𐑦𐑙𐑒𐑑𐑦𐑝 𐑛𐑦𐑕𐑤𐑲𐑒 𐑝 𐑞 𐑳𐑯𐑛𐑧𐑛. 𐑥𐑧𐑯 𐑸 𐑖𐑹𐑑𐑼 𐑞𐑨𐑯 𐑞 𐑧𐑤𐑝𐑟, 𐑚𐑳𐑑 𐑑𐑷𐑤𐑼 𐑕𐑑𐑦𐑤 𐑞𐑨𐑯 𐑛𐑢𐑹𐑝𐑟. 𐑞𐑺 𐑕𐑒𐑦𐑯 𐑒𐑳𐑤𐑼 𐑒𐑨𐑯 𐑝𐑺𐑦, 𐑓𐑮𐑪𐑥 𐑷𐑤𐑥𐑴𐑕𐑑 𐑢𐑲𐑑 𐑑 𐑛𐑸𐑒 𐑚𐑮𐑬𐑯.
    
    <header>text='𐑕𐑩𐑚𐑡𐑧𐑒𐑑𐑕 𐑝 𐑞 𐑒𐑮𐑬𐑯'</header>
    𐑥𐑧𐑯𐑦 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑜𐑮𐑵𐑐𐑕 𐑝 𐑥𐑧𐑯 𐑧𐑒𐑟𐑦𐑕𐑑, 𐑚𐑳𐑑 𐑞 𐑥𐑩𐑡𐑪𐑮𐑦𐑑𐑦 𐑝 𐑞𐑧𐑥 𐑪𐑯 𐑞 𐑜𐑮𐑱𐑑 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑 𐑤𐑦𐑝 𐑳𐑯𐑛𐑼 𐑞 𐑮𐑵𐑤 𐑝 𐑞 𐑒𐑮𐑬𐑯 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔. 𐑞 𐑣𐑿𐑥𐑩𐑯𐑟 𐑓𐑻𐑕𐑑 𐑩𐑐𐑽𐑛 𐑪𐑯 𐑞 𐑜𐑮𐑱𐑑 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑 𐑓𐑮𐑪𐑥 𐑩 𐑤𐑨𐑯𐑛 𐑓𐑸 𐑩𐑒𐑮𐑪𐑕 𐑞 𐑴𐑖𐑩𐑯 𐑑 𐑞 𐑢𐑧𐑕𐑑, 𐑞 𐑜𐑮𐑰𐑯 𐑲𐑤, 𐑯 𐑕𐑵𐑯 𐑩𐑕𐑑𐑨𐑚𐑤𐑦𐑖𐑑 𐑞𐑺 𐑒𐑨𐑐𐑦𐑑𐑩𐑤 𐑨𐑑 𐑞 𐑦𐑯𐑤𐑩𐑯𐑛 𐑕𐑦𐑑𐑦 𐑝 ·𐑢𐑧𐑤𐑑𐑦𐑯. 𐑴𐑝𐑼 𐑞 𐑓𐑪𐑤𐑴𐑦𐑙 𐑕𐑧𐑯𐑑𐑘𐑼𐑦𐑟 𐑞𐑱 𐑣𐑨𐑝 𐑚𐑦𐑤𐑑 𐑳𐑐 𐑩 𐑯𐑳𐑥𐑚𐑻 𐑕𐑦𐑑𐑦𐑟 𐑩𐑒𐑮𐑪𐑕 𐑞 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑. 𐑞 𐑕𐑴𐑤𐑡𐑼𐑟 𐑓𐑮𐑪𐑥 𐑞 𐑒𐑮𐑬𐑯 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑐𐑮𐑩𐑑𐑧𐑒𐑑 𐑞 𐑒𐑳𐑯𐑑𐑮𐑰, 𐑓𐑹𐑥𐑦𐑙 𐑞 𐑥𐑴𐑕𐑑 𐑹𐑜𐑩𐑯𐑲𐑟𐑛 𐑥𐑦𐑤𐑦𐑑𐑼𐑦 𐑓𐑹𐑕 𐑦𐑯 𐑞 𐑯𐑴𐑯 𐑢𐑻𐑤𐑛. 𐑦𐑑𐑕 𐑢𐑪𐑮𐑦𐑼𐑟 𐑒𐑳𐑥 𐑓𐑮𐑪𐑥 𐑞 𐑥𐑱𐑯 𐑐𐑮𐑪𐑝𐑦𐑯𐑕𐑩𐑟, 𐑢𐑺 𐑷𐑤 𐑥𐑧𐑯 𐑸 𐑒𐑩𐑯𐑕𐑒𐑮𐑦𐑐𐑑𐑦𐑛 𐑨𐑑 𐑩𐑯 𐑻𐑤𐑰 𐑱𐑡.
    
    <header>text='𐑞 ·𐑒𐑤𐑨𐑯𐑕𐑥𐑧𐑯'</header>
    𐑞 𐑰𐑕𐑑𐑼𐑯 𐑐𐑮𐑪𐑝𐑦𐑯𐑕𐑩𐑟 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑯𐑴𐑯 𐑨𐑟 𐑞 𐑒𐑤𐑨𐑯 𐑣𐑴𐑥𐑤𐑨𐑯𐑛𐑟, 𐑣𐑨𐑝 𐑩 𐑡𐑦𐑪𐑜𐑮𐑩𐑓𐑦 𐑒𐑩𐑯𐑕𐑦𐑕𐑑𐑦𐑙 𐑝 𐑥𐑹 𐑴𐑐𐑩𐑯 𐑐𐑤𐑱𐑯𐑟 𐑯 𐑮𐑴𐑤𐑦𐑙 𐑣𐑦𐑤𐑟 𐑞𐑨𐑯 𐑞 𐑢𐑧𐑕𐑑𐑼𐑯, 𐑥𐑹 𐑕𐑦𐑝𐑦𐑤𐑲𐑟𐑛 𐑐𐑮𐑪𐑝𐑦𐑯𐑕𐑩𐑟. 𐑞𐑱 𐑸 𐑣𐑴𐑥 𐑑 𐑞 𐑣𐑹𐑕 𐑒𐑤𐑨𐑯𐑟, 𐑣𐑵 𐑸 𐑨𐑤𐑲𐑛 𐑢𐑦𐑞 𐑞 𐑒𐑮𐑬𐑯 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑚𐑳𐑑 𐑪𐑐𐑼𐑱𐑑 𐑦𐑯𐑛𐑦𐑐𐑧𐑯𐑛𐑩𐑯𐑑𐑤𐑰 𐑯 𐑥𐑱𐑯𐑑𐑱𐑯 𐑞𐑺 𐑴𐑯 𐑲𐑛𐑧𐑯𐑑𐑦𐑑𐑦. 𐑕𐑳𐑥 𐑒𐑩𐑯𐑕𐑦𐑛𐑼 𐑞𐑧𐑥 𐑑 𐑚𐑰 𐑩 𐑑𐑮𐑦𐑚𐑘𐑩𐑑𐑺𐑰 𐑕𐑑𐑱𐑑, 𐑢𐑦𐑗 𐑕𐑧𐑯𐑛𐑟 𐑓𐑵𐑛 𐑯 𐑕𐑴𐑤𐑡𐑼𐑟 𐑑 𐑒𐑮𐑬𐑯 𐑦𐑯 𐑧𐑒𐑕𐑗𐑱𐑯𐑡 𐑓𐑹 𐑐𐑮𐑩𐑑𐑧𐑒𐑖𐑩𐑯. 𐑳𐑞𐑼𐑟 𐑕𐑱 𐑞𐑱 𐑸 𐑪𐑯 𐑰𐑒𐑢𐑩𐑤 𐑓𐑫𐑑𐑦𐑙 𐑢𐑦𐑞 𐑞 𐑢𐑧𐑕𐑑𐑼𐑯 𐑣𐑭𐑓 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔. 𐑦𐑯 𐑧𐑯𐑦 𐑒𐑱𐑕, 𐑞 𐑰𐑕𐑑𐑼𐑯 𐑐𐑮𐑪𐑝𐑦𐑯𐑕𐑩𐑟 𐑛𐑵 𐑯𐑪𐑑 𐑣𐑨𐑝 𐑩 𐑒𐑭𐑯𐑕𐑒𐑮𐑦𐑐𐑑 𐑸𐑥𐑦 𐑞 𐑢𐑱 𐑢𐑧𐑕𐑑𐑼𐑯 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑛𐑳𐑟. 𐑑𐑮𐑱𐑯𐑦𐑙 𐑓𐑹 𐑓𐑲𐑑𐑦𐑙 𐑦𐑟 𐑐𐑸𐑑 𐑝 𐑞 𐑢𐑱 𐑝 𐑤𐑲𐑓 𐑝 𐑞 𐑒𐑤𐑨𐑯𐑟; 𐑞 𐑐𐑺𐑩𐑯𐑑𐑕 𐑑𐑰𐑡 𐑞 𐑗𐑦𐑤𐑛𐑮𐑩𐑯 𐑑 𐑮𐑲𐑛 𐑣𐑹𐑕𐑩𐑟, 𐑓𐑲𐑑 𐑯 𐑖𐑵𐑑 𐑩 𐑚𐑴 𐑓𐑮𐑪𐑥 𐑩𐑯 𐑻𐑤𐑰 𐑱𐑡. 𐑦𐑯 𐑡𐑧𐑯𐑼𐑩𐑤, 𐑞 𐑒𐑤𐑨𐑯 𐑢𐑪𐑮𐑦𐑼𐑟 𐑸 𐑤𐑧𐑕 𐑹𐑜𐑩𐑯𐑲𐑟𐑛 𐑞𐑨𐑯 𐑞 𐑕𐑦𐑝𐑦𐑤𐑲𐑟𐑛 𐑓𐑲𐑑𐑻𐑟, 𐑯 𐑞 𐑕𐑑𐑮𐑧𐑙𐑔𐑕 𐑯 𐑢𐑰𐑒𐑯𐑩𐑕𐑩𐑟 𐑝 𐑞𐑰𐑟 𐑜𐑮𐑵𐑐𐑕 𐑒𐑭𐑥𐑐𐑤𐑩𐑥𐑩𐑯𐑑 𐑰𐑗 𐑳𐑞𐑼.

note: [race]: id=lizard, description=
en: race^Saurian
target: 𐑕𐑸𐑾𐑯

note: [race]: id=lizard, description=
en: race+female^Saurian
target: 𐑕𐑸𐑾𐑯

note: [race]: id=lizard, description=
en: race^Saurians
target: 𐑕𐑸𐑾𐑯𐑟

note: [race]: id=mechanical
en: race^Mechanical
target: 𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤

note: [race]: id=mechanical
en: race+plural^Mechanical
target: 𐑥𐑩𐑒𐑨𐑯𐑦𐑒𐑩𐑤

note: [race]: id=merman
en: race^Merman
target: 𐑥𐑻𐑥𐑨𐑯

note: [race]: id=merman
en: race^Mermaid
target: 𐑥𐑻𐑥𐑱𐑛

note: [race]: id=merman
en: race^Mermen
target: 𐑥𐑻𐑥𐑧𐑯

note: [race]: id=monster
en: race^Monster
target: 𐑥𐑪𐑯𐑕𐑑𐑼

note: [race]: id=monster
en: race^Monsters
target: 𐑥𐑪𐑯𐑕𐑑𐑼𐑟

note: [race]: id=naga
en: race^Naga
target: 𐑯𐑭𐑜𐑩

note: [race]: id=naga
en: race^Nagas
target: 𐑯𐑭𐑜𐑩𐑟

note: [race]: id=ogre
en: race^Ogre
target: 𐑴𐑜𐑻

note: [race]: id=ogre
en: race+female^Ogre
target: 𐑴𐑜𐑻

note: [race]: id=ogre
en: race^Ogres
target: 𐑴𐑜𐑻𐑟

note: [race]: id=orc
en: race^Orc
target: 𐑹𐑒

note: [race]: id=orc
en: race+female^Orc
target: 𐑹𐑒

note: [race]: id=orc
en: race^Orcs
target: 𐑹𐑒𐑕

note: [race]: id=orc
en: In appearance, orcs are half men and half beasts. They are taller, sturdier and stronger than humans. They are warlike, savage, and cruel by nature. Their blood is darker and thicker than that of normal humans and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves creatures, they are pack-oriented; an orc never travels long or lives alone in groups smaller than half a dozen.
    
    <header>text='Society'</header>
    Almost every orc are a member of a tribe or a clan. Relations between neighboring tribes are usually violent, except in cases of a mutual enemy threatens their existence or prospects of great plunder override mutual animosity. Occasionally, a single strong chieftain may emerge to lead multiple tribes from time to time, usually through intimidation of followers. An orc tribe in times of peace tends to focus almost solely on strengthening itself in preparation for the next armed conflict. Orcs are known to possess a crude system of writing — usually in blood — although it’s most commonly used to trade insults or threats among tribal leaders.
    
    Orc societies are based on little else but strength; might makes right, and a leader leads and survives only as long as no one manages to wrest the title from him. A constant struggle for power simmers among potential tribal chiefs. An orcish leader rarely lives more than a handful of years to enjoy his absolute authority before being killed for his position — although history knows some notable exceptions. Orcs hold no particular honor code and while indisputable raw strength is usually the preferred method of displaying power, assassination, poisoning and backstabbing are completely viable means to further one’s own goals.
    
    Orcs mostly live in rural areas, often in foothills or mountainous regions, sometimes in caves. They grow no crops nor keep livestock, but are competent hunters as a result of their physical stature and brutality. Due to their large numbers they are capable of hunting an area virtually clean of anything larger than rodents in relatively short period of time. Due to this and their unstable leadership, orcish tribes tend to lead a semi-nomadic lifestyle, never settling in one region for too long. The larger tribes may establish themselves firmly in an area for years or even decades and build large encampments almost resembling cities, but even these are easily dismantled and abandoned if there is a need to relocate the horde.
    
    The oldest known orcs have been around 50 to 60 years of age, but very few individuals ever live to see over two or three decades before meeting their end either in war or by the hand of one of their kin. The oldest orcs are often shamans, which are perhaps the only ones most of their kind sees as being trustworthy and neutral. The origins of this custom are unknown, as the shamans do not directly contribute much to orcish societies but only act as advisors — not something orcs tend to otherwise tolerate. Shamans are in many ways the opposite of most other orcs: they are often physically withered and frail in comparison and lack skill in battle. Despite their reliance on raw strength, not nearly all orcs are destined to grow to possess any. Many orcs are born smaller and weaker than the rest, and already almost as newborns are put in their place by their stronger siblings. The stronger ones will routinely grab most of the food and thus grow stronger still, while their weaker siblings do not. Many of these individuals tend to specialize in other skills, like archery or assassination.
target: 𐑦𐑯 𐑩𐑐𐑽𐑩𐑯𐑕, 𐑹𐑒𐑕 𐑸 𐑣𐑭𐑓 𐑥𐑧𐑯 𐑯 𐑣𐑭𐑓 𐑚𐑰𐑕𐑑𐑕. 𐑞𐑱 𐑸 𐑑𐑷𐑤𐑼, 𐑕𐑑𐑻𐑛𐑰𐑻 𐑯 𐑕𐑑𐑮𐑪𐑙𐑜𐑼 𐑞𐑨𐑯 𐑣𐑿𐑥𐑩𐑯𐑟. 𐑞𐑱 𐑸 𐑢𐑹𐑤𐑲𐑒, 𐑕𐑨𐑝𐑦𐑡, 𐑯 𐑒𐑮𐑫𐑩𐑤 𐑚𐑲 𐑯𐑱𐑗𐑼. 𐑞𐑺 𐑚𐑤𐑳𐑛 𐑦𐑟 𐑛𐑸𐑒𐑻 𐑯 𐑔𐑦𐑒𐑼 𐑞𐑨𐑯 𐑞𐑨𐑑 𐑝 𐑯𐑹𐑥𐑩𐑤 𐑣𐑿𐑥𐑩𐑯𐑟 𐑯 𐑞𐑱 𐑣𐑨𐑝 𐑤𐑦𐑑𐑩𐑤 𐑒𐑺 𐑓𐑹 𐑐𐑻𐑕𐑩𐑯𐑩𐑤 𐑣𐑲𐑡𐑰𐑯 𐑹 𐑞𐑺 𐑐𐑻𐑕𐑩𐑯𐑩𐑤 𐑩𐑐𐑽𐑩𐑯𐑕. 𐑷𐑤𐑞𐑴 𐑹𐑒𐑕 𐑸 𐑝𐑲𐑩𐑤𐑩𐑯𐑑 𐑰𐑝𐑩𐑯 𐑩𐑥𐑳𐑙 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑒𐑮𐑰𐑗𐑼𐑟, 𐑞𐑱 𐑸 𐑐𐑨𐑒-𐑹𐑰𐑧𐑯𐑑𐑩𐑛; 𐑩𐑯 𐑹𐑒 𐑯𐑧𐑝𐑼 𐑑𐑮𐑨𐑝𐑩𐑤𐑟 𐑤𐑪𐑙 𐑹 𐑤𐑲𐑝𐑟 𐑩𐑤𐑴𐑯 𐑦𐑯 𐑜𐑮𐑵𐑐𐑕 𐑕𐑥𐑷𐑤𐑼 𐑞𐑨𐑯 𐑣𐑭𐑓 𐑩 𐑛𐑳𐑟𐑩𐑯.
    
    <header>text='𐑕𐑩𐑕𐑲𐑩𐑑𐑦'</header>
    𐑷𐑤𐑥𐑴𐑕𐑑 𐑧𐑝𐑮𐑦 𐑹𐑒 𐑸 𐑩 𐑥𐑧𐑥𐑚𐑼 𐑝 𐑩 𐑑𐑮𐑲𐑚 𐑹 𐑩 𐑒𐑤𐑨𐑯. 𐑮𐑦𐑤𐑱𐑖𐑩𐑯𐑟 𐑚𐑦𐑑𐑢𐑰𐑯 𐑯𐑱𐑚𐑼𐑦𐑙 𐑑𐑮𐑲𐑚𐑟 𐑸 𐑿𐑖𐑿𐑩𐑤𐑦 𐑝𐑲𐑩𐑤𐑩𐑯𐑑, 𐑦𐑒𐑕𐑧𐑐𐑑 𐑦𐑯 𐑒𐑱𐑕𐑩𐑟 𐑝 𐑩 𐑥𐑿𐑗𐑫𐑩𐑤 𐑧𐑯𐑩𐑥𐑦 𐑔𐑮𐑧𐑑𐑩𐑯𐑟 𐑞𐑺 𐑧𐑒𐑟𐑦𐑕𐑑𐑩𐑯𐑕 𐑹 𐑐𐑮𐑪𐑕𐑐𐑧𐑒𐑑𐑕 𐑝 𐑜𐑮𐑱𐑑 𐑐𐑤𐑳𐑯𐑛𐑼 𐑴𐑝𐑼𐑮𐑲𐑛 𐑥𐑿𐑗𐑫𐑩𐑤 𐑨𐑯𐑩𐑥𐑭𐑕𐑩𐑑𐑰. 𐑩𐑒𐑱𐑠𐑩𐑯𐑩𐑤𐑦, 𐑩 𐑕𐑦𐑙𐑜𐑩𐑤 𐑕𐑑𐑮𐑪𐑙 𐑗𐑰𐑓𐑑𐑩𐑯 𐑥𐑱 𐑦𐑥𐑻𐑡 𐑑 𐑤𐑧𐑛 𐑥𐑳𐑤𐑑𐑦𐑐𐑩𐑤 𐑑𐑮𐑲𐑚𐑟 𐑓𐑮𐑪𐑥 𐑑𐑲𐑥 𐑑 𐑑𐑲𐑥, 𐑿𐑖𐑿𐑩𐑤𐑦 𐑔𐑮𐑵 𐑦𐑯𐑑𐑦𐑥𐑦𐑛𐑱𐑖𐑩𐑯 𐑝 𐑓𐑪𐑤𐑴𐑼𐑟. 𐑩𐑯 𐑹𐑒 𐑑𐑮𐑲𐑚 𐑦𐑯 𐑑𐑲𐑥𐑟 𐑝 𐑐𐑰𐑕 𐑑𐑧𐑯𐑛𐑟 𐑑 𐑓𐑴𐑒𐑩𐑕 𐑷𐑤𐑥𐑴𐑕𐑑 𐑕𐑴𐑤𐑤𐑰 𐑪𐑯 𐑕𐑑𐑮𐑧𐑙𐑔𐑩𐑯𐑦𐑙 𐑦𐑑𐑕𐑧𐑤𐑓 𐑦𐑯 𐑐𐑮𐑧𐑐𐑼𐑱𐑕𐑩𐑯 𐑓𐑹 𐑞 𐑯𐑧𐑒𐑕𐑑 𐑸𐑥𐑛 𐑒𐑩𐑯𐑓𐑤𐑦𐑒𐑑. 𐑹𐑒𐑕 𐑸 𐑯𐑴𐑯 𐑑 𐑐𐑩𐑟𐑧𐑕 𐑩 𐑒𐑮𐑵𐑛 𐑕𐑦𐑕𐑑𐑩𐑥 𐑝 𐑮𐑲𐑑𐑦𐑙 - 𐑿𐑖𐑿𐑩𐑤𐑦 𐑦𐑯 𐑚𐑤𐑳𐑛 - 𐑷𐑤𐑞𐑴 𐑦𐑑'𐑕 𐑥𐑴𐑕𐑑 𐑒𐑪𐑥𐑩𐑯𐑤𐑦 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑑 𐑑𐑮𐑱𐑛 𐑦𐑯𐑕𐑩𐑤𐑑𐑕 𐑹 𐑔𐑮𐑧𐑑𐑕 𐑩𐑥𐑳𐑙 𐑑𐑮𐑲𐑚𐑩𐑤 𐑤𐑰𐑛𐑼𐑟.
    
    𐑹𐑒 𐑕𐑩𐑕𐑲𐑩𐑑𐑦𐑟 𐑸 𐑚𐑱𐑕𐑑 𐑪𐑯 𐑤𐑦𐑑𐑩𐑤 𐑧𐑤𐑕 𐑚𐑳𐑑 𐑕𐑑𐑮𐑧𐑙𐑔; 𐑥𐑲𐑑 𐑥𐑱𐑒𐑕 𐑮𐑲𐑑, 𐑯 𐑩 𐑤𐑰𐑛𐑻 𐑤𐑰𐑛𐑟 𐑯 𐑕𐑻𐑝𐑲𐑝𐑟 𐑴𐑯𐑤𐑦 𐑨𐑟 𐑤𐑪𐑙 𐑨𐑟 𐑯𐑴 𐑢𐑳𐑯 𐑥𐑨𐑯𐑦𐑡𐑩𐑟 𐑑 𐑮𐑧𐑕𐑑 𐑞 𐑑𐑲𐑑𐑩𐑤 𐑓𐑮𐑪𐑥 𐑣𐑦𐑥. 𐑩 𐑒𐑪𐑯𐑕𐑑𐑩𐑯𐑑 𐑕𐑑𐑮𐑳𐑜𐑩𐑤 𐑓𐑹 𐑐𐑬𐑼 𐑕𐑦𐑥𐑻𐑟 𐑩𐑥𐑳𐑙 𐑐𐑩𐑑𐑧𐑯𐑖𐑩𐑤 𐑑𐑮𐑲𐑚𐑩𐑤 𐑡𐑰𐑓𐑕. 𐑩𐑯 𐑹𐑒𐑦𐑖 𐑤𐑰𐑛𐑻 𐑮𐑺𐑤𐑦 𐑤𐑦𐑝𐑟 𐑥𐑹 𐑞𐑨𐑯 𐑩 𐑣𐑨𐑯𐑛𐑓𐑫𐑤 𐑝 𐑘𐑽𐑟 𐑑 𐑦𐑯𐑡𐑶 𐑣𐑦𐑟 𐑨𐑚𐑕𐑴𐑤𐑵𐑑 𐑷𐑔𐑪𐑮𐑦𐑑𐑰 𐑚𐑦𐑓𐑹 𐑚𐑰𐑦𐑙 𐑒𐑦𐑤𐑛 𐑓𐑹 𐑣𐑦𐑟 𐑐𐑩𐑟𐑦𐑖𐑩𐑯 - 𐑷𐑤𐑞𐑴 𐑣𐑦𐑕𐑑𐑼𐑦 𐑯𐑴𐑟 𐑕𐑳𐑥 𐑯𐑪𐑑𐑩𐑚𐑩𐑤 𐑦𐑒𐑕𐑧𐑐𐑖𐑩𐑯𐑟. 𐑹𐑒𐑕 𐑣𐑴𐑤𐑛 𐑯𐑴 𐑐𐑼𐑑𐑦𐑒𐑿𐑤𐑼 𐑪𐑯𐑼 𐑒𐑴𐑛 𐑯 𐑢𐑲𐑤 𐑦𐑯𐑛𐑦𐑕𐑐𐑿𐑑𐑩𐑚𐑩𐑤 𐑮𐑷 𐑕𐑑𐑮𐑧𐑙𐑔 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑞 𐑐𐑮𐑦𐑓𐑻𐑛 𐑥𐑧𐑔𐑩𐑛 𐑝 𐑛𐑦𐑕𐑐𐑤𐑱𐑦𐑙 𐑐𐑬𐑼, 𐑩𐑕𐑨𐑕𐑩𐑯𐑱𐑖𐑩𐑯, 𐑐𐑶𐑟𐑩𐑯𐑦𐑙 𐑯 𐑚𐑨𐑒𐑕𐑑𐑨𐑚𐑦𐑙 𐑸 𐑒𐑩𐑥𐑐𐑤𐑰𐑑𐑤𐑦 𐑝𐑲𐑩𐑚𐑩𐑤 𐑥𐑰𐑯𐑟 𐑑 𐑓𐑻𐑞𐑼 𐑢𐑳𐑯'𐑟 𐑴𐑯 𐑜𐑴𐑤𐑟.
    
    𐑹𐑒𐑕 𐑥𐑴𐑕𐑑𐑤𐑦 𐑤𐑦𐑝 𐑦𐑯 𐑮𐑫𐑮𐑩𐑤 𐑺𐑰𐑩𐑟, 𐑪𐑓𐑩𐑯 𐑦𐑯 𐑓𐑫𐑑𐑣𐑦𐑤𐑟 𐑹 𐑥𐑬𐑯𐑑𐑩𐑯𐑩𐑕 𐑮𐑰𐑗𐑩𐑯𐑟, 𐑕𐑳𐑥𐑑𐑲𐑥𐑟 𐑦𐑯 𐑒𐑱𐑝𐑟. 𐑞𐑱 𐑜𐑮𐑴 𐑯𐑴 𐑒𐑮𐑪𐑐𐑕 𐑯𐑹 𐑒𐑰𐑐 𐑤𐑲𐑝𐑕𐑑𐑪𐑒, 𐑚𐑳𐑑 𐑸 𐑒𐑭𐑥𐑐𐑩𐑑𐑦𐑯𐑑 𐑣𐑩𐑯𐑑𐑻𐑟 𐑨𐑟 𐑩 𐑮𐑦𐑟𐑳𐑤𐑑 𐑝 𐑞𐑺 𐑓𐑦𐑟𐑦𐑒𐑩𐑤 𐑕𐑑𐑨𐑗𐑼 𐑯 𐑚𐑮𐑵𐑑𐑨𐑤𐑩𐑑𐑰. 𐑛𐑿 𐑑 𐑞𐑺 𐑤𐑸𐑡 𐑯𐑳𐑥𐑚𐑼𐑟 𐑞𐑱 𐑸 𐑒𐑱𐑐𐑩𐑚𐑩𐑤 𐑝 𐑣𐑳𐑯𐑑𐑦𐑙 𐑩𐑯 𐑺𐑦𐑩 𐑝𐑻𐑗𐑵𐑩𐑤𐑰 𐑒𐑤𐑰𐑯 𐑝 𐑧𐑯𐑦𐑔𐑦𐑙 𐑤𐑸𐑡𐑼 𐑞𐑨𐑯 𐑮𐑴𐑛𐑩𐑯𐑑𐑕 𐑦𐑯 𐑮𐑧𐑤𐑩𐑑𐑦𐑝𐑤𐑦 𐑖𐑹𐑑 𐑐𐑽𐑦𐑩𐑛 𐑝 𐑑𐑲𐑥. 𐑛𐑿 𐑑 𐑞𐑦𐑕 𐑯 𐑞𐑺 𐑩𐑯𐑕𐑑𐑱𐑚𐑩𐑤 𐑤𐑰𐑛𐑼𐑖𐑦𐑐, 𐑹𐑒𐑦𐑖 𐑑𐑮𐑲𐑚𐑟 𐑑𐑧𐑯𐑛 𐑑 𐑤𐑧𐑛 𐑩 𐑕𐑧𐑥𐑰-𐑯𐑴𐑥𐑨𐑛𐑦𐑒 𐑤𐑲𐑓𐑕𐑑𐑲𐑤, 𐑯𐑧𐑝𐑼 𐑕𐑧𐑑𐑤𐑦𐑙 𐑦𐑯 𐑢𐑳𐑯 𐑮𐑰𐑗𐑩𐑯 𐑓𐑹 𐑑𐑵 𐑤𐑪𐑙. 𐑞 𐑤𐑸𐑡𐑼 𐑑𐑮𐑲𐑚𐑟 𐑥𐑱 𐑩𐑕𐑑𐑨𐑚𐑤𐑦𐑖 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑓𐑻𐑥𐑤𐑦 𐑦𐑯 𐑩𐑯 𐑺𐑦𐑩 𐑓𐑹 𐑘𐑽𐑟 𐑹 𐑰𐑝𐑩𐑯 𐑛𐑧𐑒𐑱𐑛𐑟 𐑯 𐑚𐑦𐑤𐑛 𐑤𐑸𐑡 𐑦𐑯𐑒𐑨𐑥𐑐𐑥𐑦𐑯𐑑𐑕 𐑷𐑤𐑥𐑴𐑕𐑑 𐑮𐑦𐑟𐑧𐑥𐑚𐑩𐑤𐑦𐑙 𐑕𐑦𐑑𐑦𐑟, 𐑚𐑳𐑑 𐑰𐑝𐑩𐑯 𐑞𐑰𐑟 𐑸 𐑰𐑟𐑦𐑤𐑦 𐑛𐑦𐑕𐑥𐑨𐑯𐑑𐑩𐑤𐑛 𐑯 𐑩𐑚𐑨𐑯𐑛𐑩𐑯𐑛 𐑦𐑓 𐑞𐑺 𐑦𐑟 𐑩 𐑯𐑰𐑛 𐑑 𐑮𐑰𐑤𐑴𐑒𐑱𐑑 𐑞 𐑣𐑹𐑛.
    
    𐑞 𐑴𐑤𐑛𐑩𐑕𐑑 𐑯𐑴𐑯 𐑹𐑒𐑕 𐑣𐑨𐑝 𐑚𐑰𐑯 𐑩𐑮𐑬𐑯𐑛 50 𐑑 60 𐑘𐑽𐑟 𐑝 𐑱𐑡, 𐑚𐑳𐑑 𐑝𐑧𐑮𐑦 𐑓𐑿 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤𐑟 𐑧𐑝𐑼 𐑤𐑦𐑝 𐑑 𐑕𐑰 𐑴𐑝𐑼 𐑑𐑵 𐑹 𐑔𐑮𐑰 𐑛𐑧𐑒𐑱𐑛𐑟 𐑚𐑦𐑓𐑹 𐑥𐑰𐑑𐑦𐑙 𐑞𐑺 𐑧𐑯𐑛 𐑲𐑞𐑼 𐑦𐑯 𐑢𐑹 𐑹 𐑚𐑲 𐑞 𐑣𐑨𐑯𐑛 𐑝 𐑢𐑳𐑯 𐑝 𐑞𐑺 𐑒𐑦𐑯. 𐑞 𐑴𐑤𐑛𐑩𐑕𐑑 𐑹𐑒𐑕 𐑸 𐑪𐑓𐑩𐑯 𐑖𐑱𐑥𐑩𐑯𐑟, 𐑢𐑦𐑗 𐑸 𐑐𐑼𐑣𐑨𐑐𐑕 𐑞 𐑴𐑯𐑤𐑦 𐑢𐑳𐑯𐑟 𐑥𐑴𐑕𐑑 𐑝 𐑞𐑺 𐑒𐑲𐑯𐑛 𐑕𐑰𐑟 𐑨𐑟 𐑚𐑰𐑦𐑙 𐑑𐑮𐑩𐑕𐑑𐑢𐑻𐑞𐑰 𐑯 𐑯𐑵𐑑𐑮𐑩𐑤. 𐑞 𐑪𐑮𐑦𐑡𐑦𐑯𐑟 𐑝 𐑞𐑦𐑕 𐑒𐑳𐑕𐑑𐑩𐑥 𐑸 𐑳𐑯𐑯𐑴𐑯, 𐑨𐑟 𐑞 𐑖𐑱𐑥𐑩𐑯𐑟 𐑛𐑵 𐑯𐑪𐑑 𐑛𐑲𐑮𐑧𐑒𐑑𐑤𐑦 𐑒𐑩𐑯𐑑𐑮𐑦𐑚𐑿𐑑 𐑥𐑳𐑗 𐑑 𐑹𐑒𐑦𐑖 𐑕𐑩𐑕𐑲𐑩𐑑𐑦𐑟 𐑚𐑳𐑑 𐑴𐑯𐑤𐑦 𐑨𐑒𐑑 𐑨𐑟 𐑨𐑛𐑝𐑲𐑟𐑼𐑟 - 𐑯𐑪𐑑 𐑕𐑳𐑥𐑔𐑦𐑙 𐑹𐑒𐑕 𐑑𐑧𐑯𐑛 𐑑 𐑳𐑞𐑼𐑢𐑲𐑟 𐑑𐑭𐑤𐑻𐑱𐑑. 𐑖𐑱𐑥𐑩𐑯𐑟 𐑸 𐑦𐑯 𐑥𐑧𐑯𐑦 𐑢𐑱𐑟 𐑞 𐑪𐑐𐑴𐑕𐑦𐑑 𐑝 𐑥𐑴𐑕𐑑 𐑳𐑞𐑼 𐑹𐑒𐑕: 𐑞𐑱 𐑸 𐑪𐑓𐑩𐑯 𐑓𐑦𐑟𐑦𐑒𐑩𐑤𐑦 𐑢𐑦𐑞𐑻𐑛 𐑯 𐑓𐑮𐑱𐑤 𐑦𐑯 𐑒𐑩𐑥𐑐𐑨𐑮𐑦𐑕𐑩𐑯 𐑯 𐑤𐑨𐑒 𐑕𐑒𐑦𐑤 𐑦𐑯 𐑚𐑨𐑑𐑩𐑤. 𐑛𐑦𐑕𐑐𐑲𐑑 𐑞𐑺 𐑮𐑦𐑤𐑲𐑩𐑯𐑕 𐑪𐑯 𐑮𐑷 𐑕𐑑𐑮𐑧𐑙𐑔, 𐑯𐑪𐑑 𐑯𐑽𐑤𐑦 𐑷𐑤 𐑹𐑒𐑕 𐑸 𐑛𐑧𐑕𐑑𐑦𐑯𐑛 𐑑 𐑜𐑮𐑴 𐑑 𐑐𐑩𐑟𐑧𐑕 𐑧𐑯𐑦. 𐑥𐑧𐑯𐑦 𐑹𐑒𐑕 𐑸 𐑚𐑹𐑯 𐑕𐑥𐑷𐑤𐑼 𐑯 𐑢𐑰𐑒𐑻 𐑞𐑨𐑯 𐑞 𐑮𐑧𐑕𐑑, 𐑯 𐑷𐑤𐑮𐑧𐑛𐑦 𐑷𐑤𐑥𐑴𐑕𐑑 𐑨𐑟 𐑯𐑵𐑚𐑹𐑯𐑟 𐑸 𐑐𐑫𐑑 𐑦𐑯 𐑞𐑺 𐑐𐑤𐑱𐑕 𐑚𐑲 𐑞𐑺 𐑕𐑑𐑮𐑪𐑙𐑜𐑼 𐑕𐑦𐑚𐑤𐑦𐑙𐑟. 𐑞 𐑕𐑑𐑮𐑪𐑙𐑜𐑼 𐑢𐑳𐑯𐑟 𐑢𐑦𐑤 𐑮𐑵𐑑𐑰𐑯𐑤𐑰 𐑜𐑮𐑨𐑚 𐑥𐑴𐑕𐑑 𐑝 𐑞 𐑓𐑵𐑛 𐑯 𐑞𐑳𐑕 𐑜𐑮𐑴 𐑕𐑑𐑮𐑪𐑙𐑜𐑼 𐑕𐑑𐑦𐑤, 𐑢𐑲𐑤 𐑞𐑺 𐑢𐑰𐑒𐑻 𐑕𐑦𐑚𐑤𐑦𐑙𐑟 𐑛𐑵 𐑯𐑪𐑑. 𐑥𐑧𐑯𐑦 𐑝 𐑞𐑰𐑟 𐑦𐑯𐑛𐑦𐑝𐑦𐑛𐑿𐑩𐑤𐑟 𐑑𐑧𐑯𐑛 𐑑 𐑕𐑐𐑧𐑖𐑩𐑤𐑲𐑟 𐑦𐑯 𐑳𐑞𐑼 𐑕𐑒𐑦𐑤𐑟, 𐑤𐑲𐑒 𐑸𐑗𐑻𐑰 𐑹 𐑩𐑕𐑨𐑕𐑩𐑯𐑱𐑖𐑩𐑯.

note: [race]: id=troll
en: race^Troll
target: 𐑑𐑮𐑴𐑤

note: [race]: id=troll
en: race+female^Troll
target: 𐑑𐑮𐑴𐑤

note: [race]: id=troll
en: race^Trolls
target: 𐑑𐑮𐑴𐑤𐑟

note: [race]: id=troll
en: Trolls are ancient creatures, one of the oldest known races known to inhabit the Great Continent. They are large, slow, simple-minded, and live extremely long lives inside deep caves or atop high mountains. The most unique characteristic of trolls is an internal vitality that sustains and heals them from within. As a result they live very different lives from almost any known creature. Trolls have few real needs: they require little food or water, and thus they have little incentive to pursue much besides protection from those who are hostile towards them. This in turn means they rarely have to worry about anything and can spend much of their time sleeping or in contemplation. Trolls have a curious affinity with nature. They do not relate with living things like elves do, but instead with earth and stone. They are also somewhat curious of their surroundings and many younger whelps even enjoy traveling and seeing the world. As trolls grow older they tend to become increasingly passive, gradually losing interest in their environment and spending more of their time sleeping in a quiet, familiar corner of their home cave. This is until they finally pass away as their bodies themselves slowly turn into lifeless statues of stone.
    
    Trolls are seen by many as being little more than yet another race of savage monsters. This common misconception is in part perpetuated by orcs to persuade trolls to join their armies. Because they are rather simple and do not understand the ways of other races or sometimes can even tell them apart, it is usually easy for an orcish band to convince a group of trolls that by joining them they get to exact revenge on those that have before hunted them. These new recruits are then directed to attack whoever the orcs themselves are currently in conflict with, whether previously a foe of the trolls or not, accumulating even more enemies for the misled trolls. The most common enemy of trolls are dwarves, and the animosity between these two races is ancient.
    
    <header>text='Geography'</header>
    Trolls have inhabited the mountains of the Great Continent longer than the dwarves who migrated there. Trolls are a common sight on the mountain ranges north and east of Wesnoth, and wherever Orcish hordes travel.
target: 𐑑𐑮𐑴𐑤𐑟 𐑸 𐑱𐑯𐑖𐑩𐑯𐑑 𐑒𐑮𐑰𐑗𐑼𐑟, 𐑢𐑳𐑯 𐑝 𐑞 𐑴𐑤𐑛𐑩𐑕𐑑 𐑯𐑴𐑯 𐑮𐑱𐑕𐑩𐑟 𐑯𐑴𐑯 𐑑 𐑦𐑯𐑣𐑨𐑚𐑦𐑑 𐑞 𐑜𐑮𐑱𐑑 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑. 𐑞𐑱 𐑸 𐑤𐑸𐑡, 𐑕𐑤𐑴, 𐑕𐑦𐑥𐑐𐑩𐑤-𐑥𐑲𐑯𐑛𐑩𐑛, 𐑯 𐑤𐑲𐑝 𐑦𐑒𐑕𐑑𐑮𐑰𐑥𐑤𐑦 𐑤𐑪𐑙 𐑤𐑲𐑝𐑟 𐑦𐑯𐑕𐑲𐑛 𐑛𐑰𐑐 𐑒𐑱𐑝𐑟 𐑹 𐑩𐑑𐑭𐑐 𐑣𐑲 𐑥𐑬𐑯𐑑𐑩𐑯𐑟. 𐑞 𐑥𐑴𐑕𐑑 𐑿𐑯𐑰𐑒 𐑒𐑼𐑧𐑒𐑑𐑼𐑦𐑕𐑑𐑦𐑒 𐑝 𐑑𐑮𐑴𐑤𐑟 𐑦𐑟 𐑩𐑯 𐑦𐑯𐑑𐑻𐑯𐑩𐑤 𐑝𐑲𐑑𐑨𐑤𐑩𐑑𐑰 𐑞𐑨𐑑 𐑕𐑩𐑕𐑑𐑱𐑯𐑟 𐑯 𐑣𐑰𐑤𐑟 𐑞𐑧𐑥 𐑓𐑮𐑪𐑥 𐑢𐑦𐑞𐑦𐑯. 𐑨𐑟 𐑩 𐑮𐑦𐑟𐑳𐑤𐑑 𐑞𐑱 𐑤𐑦𐑝 𐑝𐑧𐑮𐑦 𐑛𐑦𐑓𐑼𐑩𐑯𐑑 𐑤𐑲𐑝𐑟 𐑓𐑮𐑪𐑥 𐑷𐑤𐑥𐑴𐑕𐑑 𐑧𐑯𐑦 𐑯𐑴𐑯 𐑒𐑮𐑰𐑗𐑼. 𐑑𐑮𐑴𐑤𐑟 𐑣𐑨𐑝 𐑓𐑿 𐑮𐑾𐑤 𐑯𐑰𐑛𐑟: 𐑞𐑱 𐑮𐑦𐑒𐑢𐑲𐑼 𐑤𐑦𐑑𐑩𐑤 𐑓𐑵𐑛 𐑹 𐑢𐑷𐑑𐑼, 𐑯 𐑞𐑳𐑕 𐑞𐑱 𐑣𐑨𐑝 𐑤𐑦𐑑𐑩𐑤 𐑦𐑯𐑕𐑧𐑯𐑑𐑦𐑝 𐑑 𐑐𐑼𐑕𐑿 𐑥𐑳𐑗 𐑚𐑦𐑕𐑲𐑛𐑟 𐑐𐑮𐑩𐑑𐑧𐑒𐑖𐑩𐑯 𐑓𐑮𐑪𐑥 𐑞𐑴𐑟 𐑣𐑵 𐑸 𐑣𐑪𐑕𐑑𐑲𐑤 𐑑𐑫𐑢𐑹𐑛𐑟 𐑞𐑧𐑥. 𐑞𐑦𐑕 𐑦𐑯 𐑑𐑻𐑯 𐑥𐑰𐑯𐑟 𐑞𐑱 𐑮𐑺𐑤𐑦 𐑣𐑨𐑝 𐑑 𐑢𐑳𐑮𐑦 𐑩𐑚𐑬𐑑 𐑧𐑯𐑦𐑔𐑦𐑙 𐑯 𐑒𐑨𐑯 𐑕𐑐𐑧𐑯𐑛 𐑥𐑳𐑗 𐑝 𐑞𐑺 𐑑𐑲𐑥 𐑕𐑤𐑰𐑐𐑦𐑙 𐑹 𐑦𐑯 𐑒𐑭𐑯𐑑𐑩𐑥𐑐𐑤𐑱𐑖𐑩𐑯. 𐑑𐑮𐑴𐑤𐑟 𐑣𐑨𐑝 𐑩 𐑒𐑿𐑮𐑰𐑫𐑕 𐑩𐑓𐑦𐑯𐑩𐑑𐑰 𐑢𐑦𐑞 𐑯𐑱𐑗𐑼. 𐑞𐑱 𐑛𐑵 𐑯𐑪𐑑 𐑮𐑦𐑤𐑱𐑑 𐑢𐑦𐑞 𐑤𐑦𐑝𐑦𐑙 𐑔𐑦𐑙𐑟 𐑤𐑲𐑒 𐑧𐑤𐑝𐑟 𐑛𐑵, 𐑚𐑳𐑑 𐑦𐑯𐑕𐑑𐑧𐑛 𐑢𐑦𐑞 𐑻𐑔 𐑯 𐑕𐑑𐑴𐑯. 𐑞𐑱 𐑸 𐑷𐑤𐑕𐑴 𐑕𐑳𐑥𐑢𐑪𐑑 𐑒𐑿𐑮𐑰𐑫𐑕 𐑝 𐑞𐑺 𐑕𐑼𐑬𐑯𐑛𐑦𐑙𐑟 𐑯 𐑥𐑧𐑯𐑦 𐑘𐑳𐑙𐑼 𐑢𐑧𐑤𐑐𐑕 𐑰𐑝𐑩𐑯 𐑦𐑯𐑡𐑶 𐑑𐑮𐑨𐑝𐑩𐑤𐑦𐑙 𐑯 𐑕𐑰𐑦𐑙 𐑞 𐑢𐑻𐑤𐑛. 𐑨𐑟 𐑑𐑮𐑴𐑤𐑟 𐑜𐑮𐑴 𐑴𐑤𐑛𐑼 𐑞𐑱 𐑑𐑧𐑯𐑛 𐑑 𐑚𐑦𐑒𐑳𐑥 𐑦𐑯𐑒𐑮𐑰𐑕𐑦𐑙𐑤𐑰 𐑐𐑨𐑕𐑦𐑝, 𐑜𐑮𐑨𐑛𐑿𐑩𐑤𐑦 𐑤𐑵𐑟𐑦𐑙 𐑦𐑯𐑑𐑼𐑩𐑕𐑑 𐑦𐑯 𐑞𐑺 𐑧𐑯𐑝𐑲𐑼𐑯𐑥𐑩𐑯𐑑 𐑯 𐑕𐑐𐑧𐑯𐑛𐑦𐑙 𐑥𐑹 𐑝 𐑞𐑺 𐑑𐑲𐑥 𐑕𐑤𐑰𐑐𐑦𐑙 𐑦𐑯 𐑩 𐑒𐑢𐑲𐑧𐑑, 𐑓𐑩𐑥𐑦𐑤𐑦𐑼 𐑒𐑹𐑯𐑻 𐑝 𐑞𐑺 𐑣𐑴𐑥 𐑒𐑱𐑝. 𐑞𐑦𐑕 𐑦𐑟 𐑳𐑯𐑑𐑦𐑤 𐑞𐑱 𐑓𐑲𐑯𐑩𐑤𐑦 𐑐𐑭𐑕 𐑩𐑢𐑱 𐑨𐑟 𐑞𐑺 𐑚𐑪𐑛𐑦𐑟 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑕𐑤𐑴𐑤𐑦 𐑑𐑻𐑯 𐑦𐑯𐑑𐑫 𐑤𐑲𐑓𐑤𐑩𐑕 𐑕𐑑𐑨𐑑𐑿𐑟 𐑝 𐑕𐑑𐑴𐑯.
    
    𐑑𐑮𐑴𐑤𐑟 𐑸 𐑕𐑰𐑯 𐑚𐑲 𐑥𐑧𐑯𐑦 𐑨𐑟 𐑚𐑰𐑦𐑙 𐑤𐑦𐑑𐑩𐑤 𐑥𐑹 𐑞𐑨𐑯 𐑘𐑧𐑑 𐑩𐑯𐑳𐑞𐑼 𐑮𐑱𐑕 𐑝 𐑕𐑨𐑝𐑦𐑡 𐑥𐑪𐑯𐑕𐑑𐑼𐑟. 𐑞𐑦𐑕 𐑒𐑪𐑥𐑩𐑯 𐑥𐑦𐑕𐑒𐑩𐑯𐑕𐑧𐑐𐑖𐑩𐑯 𐑦𐑟 𐑦𐑯 𐑐𐑸𐑑 𐑐𐑻𐑐𐑧𐑗𐑩𐑢𐑱𐑑𐑦𐑛 𐑚𐑲 𐑹𐑒𐑕 𐑑 𐑐𐑻𐑕𐑢𐑱𐑛 𐑑𐑮𐑴𐑤𐑟 𐑑 𐑡𐑶𐑯 𐑞𐑺 𐑸𐑥𐑰𐑟. 𐑚𐑦𐑒𐑪𐑟 𐑞𐑱 𐑸 𐑮𐑭𐑞𐑼 𐑕𐑦𐑥𐑐𐑩𐑤 𐑯 𐑛𐑵 𐑯𐑪𐑑 𐑳𐑯𐑛𐑼𐑕𐑑𐑨𐑯𐑛 𐑞 𐑢𐑱𐑟 𐑝 𐑳𐑞𐑼 𐑮𐑱𐑕𐑩𐑟 𐑹 𐑕𐑳𐑥𐑑𐑲𐑥𐑟 𐑒𐑨𐑯 𐑰𐑝𐑩𐑯 𐑑𐑧𐑤 𐑞𐑧𐑥 𐑩𐑐𐑸𐑑, 𐑦𐑑 𐑦𐑟 𐑿𐑖𐑿𐑩𐑤𐑦 𐑰𐑟𐑦 𐑓𐑹 𐑩𐑯 𐑹𐑒𐑦𐑖 𐑚𐑨𐑯𐑛 𐑑 𐑒𐑩𐑯𐑝𐑦𐑯𐑕 𐑩 𐑜𐑮𐑵𐑐 𐑝 𐑑𐑮𐑴𐑤𐑟 𐑞𐑨𐑑 𐑚𐑲 𐑡𐑶𐑯𐑦𐑙 𐑞𐑧𐑥 𐑞𐑱 𐑜𐑧𐑑 𐑑 𐑦𐑒𐑟𐑨𐑒𐑑 𐑮𐑦𐑝𐑧𐑯𐑡 𐑪𐑯 𐑞𐑴𐑟 𐑞𐑨𐑑 𐑣𐑨𐑝 𐑚𐑦𐑓𐑹 𐑣𐑳𐑯𐑑𐑩𐑛 𐑞𐑧𐑥. 𐑞𐑰𐑟 𐑯𐑿 𐑮𐑩𐑒𐑮𐑵𐑑𐑕 𐑸 𐑞𐑧𐑯 𐑛𐑲𐑮𐑧𐑒𐑑𐑩𐑛 𐑑 𐑩𐑑𐑨𐑒 𐑣𐑵𐑧𐑝𐑼 𐑞 𐑹𐑒𐑕 𐑞𐑧𐑥𐑕𐑧𐑤𐑝𐑟 𐑸 𐑒𐑳𐑮𐑩𐑯𐑑𐑤𐑦 𐑦𐑯 𐑒𐑪𐑯𐑓𐑤𐑦𐑒𐑑 𐑢𐑦𐑞, 𐑢𐑧𐑞𐑼 𐑐𐑮𐑰𐑝𐑦𐑩𐑕𐑤𐑦 𐑩 𐑓𐑴 𐑝 𐑞 𐑑𐑮𐑴𐑤𐑟 𐑹 𐑯𐑪𐑑, 𐑩𐑒𐑿𐑥𐑘𐑩𐑤𐑱𐑑𐑦𐑙 𐑰𐑝𐑩𐑯 𐑥𐑹 𐑧𐑯𐑦𐑥𐑦𐑟 𐑓𐑹 𐑞 𐑥𐑦𐑕𐑤𐑧𐑛 𐑑𐑮𐑴𐑤𐑟. 𐑞 𐑥𐑴𐑕𐑑 𐑒𐑪𐑥𐑩𐑯 𐑧𐑯𐑩𐑥𐑦 𐑝 𐑑𐑮𐑴𐑤𐑟 𐑸 𐑛𐑢𐑹𐑝𐑟, 𐑯 𐑞 𐑨𐑯𐑩𐑥𐑭𐑕𐑩𐑑𐑰 𐑚𐑦𐑑𐑢𐑰𐑯 𐑞𐑰𐑟 𐑑𐑵 𐑮𐑱𐑕𐑩𐑟 𐑦𐑟 𐑱𐑯𐑖𐑩𐑯𐑑.
    
    <header>text='𐑡𐑦𐑪𐑜𐑮𐑩𐑓𐑦'</header>
    𐑑𐑮𐑴𐑤𐑟 𐑣𐑨𐑝 𐑦𐑯𐑣𐑨𐑚𐑦𐑑𐑩𐑛 𐑞 𐑥𐑬𐑯𐑑𐑩𐑯𐑟 𐑝 𐑞 𐑜𐑮𐑱𐑑 𐑒𐑪𐑯𐑑𐑦𐑯𐑩𐑯𐑑 𐑤𐑪𐑙𐑜𐑼 𐑞𐑨𐑯 𐑞 𐑛𐑢𐑹𐑝𐑟 𐑣𐑵 𐑥𐑲𐑜𐑮𐑱𐑑𐑦𐑛 𐑞𐑺. 𐑑𐑮𐑴𐑤𐑟 𐑸 𐑩 𐑒𐑪𐑥𐑩𐑯 𐑕𐑲𐑑 𐑪𐑯 𐑞 𐑥𐑬𐑯𐑑𐑩𐑯 𐑮𐑱𐑯𐑡𐑩𐑟 𐑯𐑹𐑔 𐑯 𐑰𐑕𐑑 𐑝 ·𐑢𐑧𐑕𐑯𐑷𐑔, 𐑯 𐑢𐑺𐑧𐑝𐑻 𐑹𐑒𐑦𐑖 𐑣𐑹𐑛𐑟 𐑑𐑮𐑨𐑝𐑩𐑤.

note: [race]: id=undead
en: race^Undead
target: 𐑳𐑯𐑛𐑧𐑛

note: [race]: id=undead
en: race+female^Undead
target: 𐑳𐑯𐑛𐑧𐑛

note: [race]: id=undead
en: race+plural^Undead
target: 𐑳𐑯𐑛𐑧𐑛

note: [race]: id=wolf, description=
en: race^Wolf
target: 𐑢𐑫𐑤𐑓

note: [race]: id=wolf, description=
en: race^Wolves
target: 𐑢𐑫𐑤𐑝𐑟

note: [race]: id=wose
en: race^Wose
target: 𐑢𐑴𐑟

note: [race]: id=wose
en: race^Woses
target: 𐑢𐑴𐑟𐑧𐑟

en: Help
target: 𐑣𐑧𐑤𐑐

en: <header>text='Units having this special attack'</header>
target: <header>text='𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝𐑦𐑙 𐑞𐑦𐑕 𐑕𐑐𐑧𐑖𐑩𐑤 𐑩𐑑𐑨𐑒'</header>

en: <header>text='Units having this ability'</header>
target: <header>text='𐑿𐑯𐑦𐑑𐑕 𐑣𐑨𐑝𐑦𐑙 𐑞𐑦𐑕 𐑩𐑚𐑦𐑤𐑦𐑑𐑦'</header>

en: Leaders:
target: 𐑤𐑰𐑛𐑼𐑟:

en: Recruits:
target: 𐑮𐑩𐑒𐑮𐑵𐑑𐑕:

en: Era:
target: 𐑽𐑩:

en: Factions:
target: 𐑓𐑨𐑒𐑖𐑩𐑯𐑟:

en: Factions are only used in multiplayer
target: 𐑓𐑨𐑒𐑖𐑩𐑯𐑟 𐑸 𐑴𐑯𐑤𐑦 𐑫𐑖𐑔𐑴𐑵𐑿𐑕𐑑 𐑦𐑯 𐑥𐑩𐑤𐑑𐑰𐑐𐑤𐑱𐑻

en: level
target: 𐑤𐑧𐑝𐑩𐑤

en: Advances from:
target: 𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑓𐑮𐑪𐑥:

en: Advances to:
target: 𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑑:

en: race^Miscellaneous
target: 𐑥𐑦𐑕𐑩𐑤𐑱𐑯𐑰𐑩𐑕

en: Race:
target: 𐑮𐑱𐑕:

en: Abilities:
target: 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟:

en: Ability Upgrades:
target: 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑩𐑐𐑜𐑮𐑱𐑛𐑟:

en: Moves:
target: 𐑥𐑵𐑝𐑟:

en: Cost:
target: 𐑒𐑪𐑕𐑑:

en: Alignment:
target: 𐑩𐑤𐑲𐑯𐑥𐑩𐑯𐑑:

en: Required XP:
target: 𐑮𐑦𐑒𐑢𐑲𐑼𐑛 XP:

en: unit help^Attacks
target: 𐑩𐑑𐑨𐑒𐑕

en: unit help^Name
target: 𐑯𐑱𐑥

en: Type
target: 𐑑𐑲𐑐

en: Strikes
target: 𐑕𐑑𐑮𐑲𐑒𐑕

en: Range
target: 𐑮𐑱𐑯𐑡

en: Special
target: 𐑕𐑐𐑧𐑖𐑩𐑤

en: Resistances
target: 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟

en: Attack Type
target: 𐑩𐑑𐑨𐑒 𐑑𐑲𐑐

en: Resistance
target: 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕

en: Terrain Modifiers
target: 𐑑𐑻𐑱𐑯 𐑥𐑪𐑛𐑦𐑓𐑲𐑼𐑟

en: Terrain
target: 𐑑𐑻𐑱𐑯

en: Defense
target: 𐑛𐑦𐑓𐑧𐑯𐑕

en: Movement Cost
target: 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑒𐑪𐑕𐑑

en: <header>text='Units of this race'</header>
target: <header>text='𐑿𐑯𐑦𐑑𐑕 𐑝 𐑞𐑦𐑕 𐑮𐑱𐑕'</header>

en:  < Back
target: < 𐑚𐑨𐑒

en: Forward >
target: 𐑓𐑹𐑢𐑼𐑛 >

en: Reference to unknown topic:
target: 𐑮𐑧𐑓𐑼𐑩𐑯𐑕 𐑑 𐑳𐑯𐑯𐑴𐑯 𐑑𐑪𐑐𐑦𐑒:

en: corrupted original file
target: 𐑒𐑼𐑳𐑐𐑑𐑩𐑛 𐑩𐑮𐑦𐑡𐑩𐑯𐑩𐑤 𐑓𐑲𐑤

en: Close
target: 𐑒𐑤𐑴𐑟

en: The Battle for Wesnoth Help
target: 𐑞 𐑚𐑨𐑑𐑩𐑤 𐑓𐑹 ·𐑢𐑧𐑕𐑯𐑷𐑔 𐑣𐑧𐑤𐑐

en: Parse error when parsing help text:
target: 𐑐𐑸𐑕 𐑻𐑹 𐑢𐑧𐑯 𐑐𐑸𐑕𐑦𐑙 𐑣𐑧𐑤𐑐 𐑑𐑧𐑒𐑕𐑑:
