en to unknown language translation catalogue (214 entries)

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

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

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

note: [label] [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it [plague]: id=plague({TYPE}), type={TYPE} [plague]: id=plague, type=Walking Corpse
en: plague
target: 𐑐𐑤𐑱𐑜

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

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

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

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: [artifact] [chance] [teleport]: id=teleport
en: teleport
target: 𐑑𐑧𐑤𐑩𐑐𐑹𐑑

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

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

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

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

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

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

en: Castle
target: 𐑒𐑨𐑕𐑩𐑤

en: Cave
target: 𐑒𐑱𐑝

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

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

en: firststrike
target: J𐑓𐑻𐑕𐑑𐑕𐑑𐑮𐑲𐑒

en: Forest
target: 𐑓𐑹𐑦𐑕𐑑

en: Frozen
target: 𐑓𐑮𐑴𐑟𐑩𐑯

en: Hills
target: 𐑣𐑦𐑤𐑟

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

en: Mushroom Grove
target: 𐑥𐑳𐑖𐑮𐑵𐑥 𐑜𐑮𐑴𐑝

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

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

en: Sand
target: 𐑕𐑭𐑯𐑛

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

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

en: Swamp
target: 𐑕𐑢𐑭𐑥𐑐

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

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

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

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

note: #-#-#-#-#  wesnoth-help.wml.pot (PACKAGE VERSION)  #-#-#-#-# [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: [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=about_game
en: About the Game
target: 𐑩𐑚𐑬𐑑 𐑞 𐑜𐑱𐑥

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=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=income_and_upkeep
en: Income and Upkeep
target: 𐑦𐑯𐑒𐑳𐑥 𐑯 𐑳𐑐𐑒𐑰𐑐

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

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

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

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

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

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

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

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=wrap_up
en: Wrap Up
target: 𐑮𐑨𐑐 𐑳𐑐

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

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

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: 
    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: 
    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: female^cures
target: 𐑒𐑘𐑫𐑮𐑟

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

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

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

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

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

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

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: female^feeding
target: 𐑓𐑰𐑛𐑦𐑙

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

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: female^undead
target: 𐑳𐑯𐑛𐑧𐑛

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

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

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

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

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

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

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

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

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

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

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

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

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

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
en: race^Gryphon
target: 𐑜𐑮𐑦𐑓𐑩𐑯

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

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

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

note: [race]: id=lizard
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=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=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=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
en: race^Wolf
target: 𐑢𐑫𐑤𐑓

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

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

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

en: +1 max HP
target: +1 𐑥𐑨𐑒𐑕 HP

en: Close
target: 𐑒𐑤𐑴𐑟

en: Help
target: 𐑣𐑧𐑤𐑐

en: Advances from:
target: 𐑩𐑛𐑝𐑭𐑯𐑕𐑩𐑟 𐑓𐑮𐑪𐑥:

en: race^Miscellaneous
target: 𐑥𐑦𐑕𐑩𐑤𐑱𐑯𐑰𐑩𐑕

en: Race:
target: 𐑮𐑱𐑕:

en: Abilities:
target: 𐑩𐑚𐑦𐑤𐑦𐑑𐑦𐑟:

en: Ability Upgrades:
target: 𐑩𐑚𐑦𐑤𐑦𐑑𐑦 𐑩𐑐𐑜𐑮𐑱𐑛𐑟:

en: unit help^Attacks
target: 𐑩𐑑𐑨𐑒𐑕

en: unit help^Name
target: 𐑯𐑱𐑥

en: Strikes
target: 𐑕𐑑𐑮𐑲𐑒𐑕

en: Range
target: 𐑮𐑱𐑯𐑡

en: Type
target: 𐑑𐑲𐑐

en: Special
target: 𐑕𐑐𐑧𐑖𐑩𐑤

en: Resistances
target: 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟

en: Attack Type
target: 𐑩𐑑𐑨𐑒 𐑑𐑲𐑐

en: Resistance
target: 𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕

en: Terrain
target: 𐑑𐑻𐑱𐑯

en: Defense
target: 𐑛𐑦𐑓𐑧𐑯𐑕

en: Movement Cost
target: 𐑥𐑵𐑝𐑥𐑩𐑯𐑑 𐑒𐑪𐑕𐑑
