/0 Empty
##

/1 Hit Points
#Value: %d.
Hit Points show how much damage a unit can withstand before he dies.
When hit points of a unit decrease to less than a half of their maximum value, his attack values decrease, as well.
Once the unit's hit points reach 0, the unit dies.
Hit points are slowly restored when unit is not in combat (10~ per turn). The speed of restoration is further affected by various buildings.#

/2 Attack
#Value: %d.
The strength of the unit's melee attack. Determines the damage the unit inflicts on the enemies he strikes.#

/3 Counterattack
#Value: %d.
The power of the unit's retaliatory strike. Determines the damage the unit's counterattack inflicts on an enemy that attacked him.#

/4 Defense
#Value: %d.
The unit's defense against melee attacks. Decreases the damage received by the unit in melee.#

/5 Ranged Defense
#Value: %d.
The unit's defense against arrows and missiles. Decreases the damage received from enemy ranged units.#

/6 Resistance
#Value: %d.
The unit's resistance to spells and magical damage. Decreases the damage received from a magical attack, both melee and ranged, as well as the efficiency and duration of harmful spells cast upon him.#

/7 Speed
#Value: %d.
The unit's action points on the battlefield. The points are spent on movement, depending on terrain type. An attack takes up all of a unit's remaining action points. All action points are restored each battle turn.#

/8 Ranged Attack
#Value: %d.
The power of the unit's shot. Determines the damage inflicted on a target by the unit's missile attack.#

/9 Range
#Value: %d.
The maximum range of the unit's ranged attack or healing skill.#

/10 Ammo
#Value: %d.
Ranged attacks require ammunition. Once the ammo is down to 0, the unit can't fire any longer. Ammo is restored instantly after combat.#

/11 Stamina
#Value: %d.
Stamina determines the unit's maximum energy reserve. The energy is spent on attacking, using special skills, and crossing rough terrain. When the unit's energy is down to 5 or less, his attack values and speed decrease. Once it reaches 0, the unit becomes unable to do anything. The unit needs to rest by missing a turn in order to restore some of his energy. Energy is restored instantly after combat.#

/12 Morale
#Value: %d.
The unit's confidence of victory. Morale increases whenever the unit kills an enemy unit himself, or an enemy unit dies on a neighboring hex. Morale decreases when the unit is dealt a heavy wound, or an ally dies on a neighboring hex.
When morale is above 15, the unit's attack values increase. If morale is 5 or less, the unit's attack decreases.
If the unit's morale falls to 0, he begins to panic.
When units are out of combat, their morale gradually returns to its base level.#

/13 Feels No Pain
#Wounds have no impact on the unit's attack.#

/14 Flying
#The unit can fly over other units and impassable hexes. To pass through any hex, he only spends 1 movement point and no stamina. The unit is not affected by any landscape features. He cannot be trampled, as well.#

/15 Floating
#The unit can float over other units. To pass through any hex, he spends 1 movement point and no stamina.#

/16 First Strike
#Whenever a unit with first strike is attacked, he performs a counterattack before the enemy strikes. This rule does not apply when the enemy possesses first strike as well.#

/17 Armorpiercing Shot
#The target's ranged defense is effectively halved against this unit's ranged attacks.#

/18 Tireless
#The unit spends no stamina on any actions.#

/19 Intrepid
#The unit's morale remains unchanged at all times.#

/20 Double Shot
#Stamina consumption: %d.
A special ability allowing the unit to shoot twice at the target, at the cost of some stamina.#

/21 Recuperation
#The unit's stamina regain while resting is increased by %d.#

/22 Meditation
#While resting, the unit recharges his magical ammo by %d.#

/23 Collect Ammo
#A special ability allowing the unit to collect several units of ammunition per turn.#

/24 Healing
#A special ability allowing the unit to heal a friendly unit within his shooting range. Restores an average of %d hit points. This healing uses up 1 ammo unit. In addition, the hit points restoration rate for all the units in the party is increased out of combat when a healer is present.#

/25 Berserker
#Once heavily wounded, the unit falls into rage. As a result, his attack value increases by %d, and wounds do not affect it. The berserker unit's morale never falters.#

/26 Agility
#Agile units ignore the opponents' counterattacks while engaging them in melee.#

/27 Magic Strike
#The unit's melee attack inflicts magic damage, which is only mitigated by the enemy's resistance, not defense.#

/28 Magic Shot
#The unit's ranged attack inflicts magic damage, which is only mitigated by the enemy's resistance, not defense.#

/29 Forced March
#Stamina consumption: %d.
A special ability allowing the unit to increase his movement points by 1 at the cost of some stamina. Active for 1 turn.#

/30 Spell Immunity
#The unit is not affected by any spells.#

/31 Dispel
##

/32 Forest Knowledge
#Value: %d.
The unit feels at home in the woods. He spends only 1 movement point to pass through a forest hex. Moreover, the unit's increased knowledge of the woods gives him some additional defense while in a forest.#

/33 Hills Knowledge
#Value: %d.
The unit feels at home in the hills. He spends only 1 movement point to pass through a hill hex, without spending any stamina. Moreover, the unit's increased knowledge gives him some additional defense when fighting in the hills.#

/34 Swamp Knowledge
#Value: %d.
The unit feels at home in the swamps. He spends only 1 movement point to pass through a swamp hex, without spending any stamina. Moreover, the unit's increased knowledge gives him some additional defense when fighting in swamps.#

/35 First Aid
#While resting, the unit regains %d more hit points. Speeds up hit points restoration when not in combat.#

/36 Immobilized
#The unit is unable to do anything.#

/37 Charge
#The unit deals additional damage in melee, depending on how far the opponent was from the unit.#

/38 Does not fight
#The unit can't attack or counterattack the enemy in melee.#

/39 Armorpiercing Strike
#The target's defense is effectively halved against this unit's attacks.#

/40 Stunning Blow
#Each of the unit's attacks reduces the target's stamina by %d.#

/41 Poison Attack
#The unit poisons the enemies he attacks in melee, making them lose %d hit points per turn for 3 turns.#

/42 Poison Immunity
#The unit is not affected by poison.#

/43 Hex
#Enemies struck by this unit are bestowed with a curse reducing their attack, armor, and resistance by 1. The curse remains active for %d turns. The enemy's resistance reduces its duration.#

/44 Steal Ammo
#When attacking an enemy in melee, the unit decreases the target's ammunition reserve by %d.#

/45 Damage Armor
#When attacking an enemy in melee, the unit decreases the target's defense by 1. The effect lasts for 3 turns.#

/46 Petrification
#This special ranged attack allows the unit to turn the enemy into a statue for %d turns. A petrified enemy cannot do anything, but its armor and resistance are increased. The enemy's resistance can reduce the duration of petrification.#

/47 Web
#This special ranged attack allows the unit to entangle an enemy in a web for 2 turns. An entangled enemy can't do anything. The higher the enemy's attack is, the quicker it will free itself.#

/48 Regeneration
#The unit recovers %d hit points per turn. Speeds up the hit points restoration when not in combat.#

/49 Necrophage
#This special ability allows the unit to consume corpses, thus regaining up to %d hit points.#

/50 Intimidation
#When attacking an enemy in melee, the unit decreases the target's morale by %d.#

/51 Crippling Strike
#When attacking the enemy in melee, the unit decreases the target's speed by 1. The effect lasts for 2 turns.#

/52 Damage Weapon
#When attacking an enemy in melee, the unit decreases the target's attack by 1. The effect lasts for 3 turns.#

/53 Parry
#When the unit is attacked in melee for the first time during current turn, his defense is increased by %d.#

/54 Forager
#The unit is able to fend for himself. His upkeep cost is reduced by %d gold.#

/55 Siege
#Increases the speed of enemy fortification destruction by %d.#

/56 Marauder
#The unit claims a portion of trophies after the battle, reducing the looting income by %d~.#

/57 Soul Stealing
#Having killed an enemy in melee, the unit consumes its soul, restoring %d hit points.#

/58 Plunderer
#The unit resorts to robbery in his spare time, decreasing the tax income of the province he is located in by %d~.#

/59 Crushing Blow
#Stamina consumption: %d.
This special skill allows the unit to perform a melee strike inflicting 50~ more damage at the cost of some stamina.#

/60 Fire Arrows
#The unit's ranged attacks inflict %d points of magical damage on the enemy in addition to normal damage.#

/61 Smite Evil
#Value: %d.
The unit inflicts additional damage on enemies whose souls are tainted by evil.#

/62 Change Type
##

/63 Trample
#When attacking an enemy in melee, the unit can trample it down if the enemy has %d or less hit points left after the attack. Having made the kill, the unit moves to the hex previously occupied by the enemy. Flying opponents cannot be trampled down.#

/64 Master of the Undead
#Raises slain enemies as skeletons.#

/65 Attack All Enemies
#The unit attacks all enemies in the neighboring hexes.#

/66 Round Attack
#Stamina consumption: %d.
This special ability allows the unit to attack all enemies in neighboring hexes at the cost of some stamina.#

/67 Roots
#The unit entangles an enemy he attacks in melee with his roots, preventing it from moving for 3 turns.#

/68 Bloodsucker
#Having struck an enemy in melee, the unit restores %d~ of the damage dealt as hit points.#

/69 Heavy Ammo
#The unit's missiles are so heavy they damage the target's armor, reducing its ranged defense by 1. The effect lasts for 3 turns.#

/70 Precise Strike
#The unit's melee attacks are very accurate, ignoring up to %d of the enemy's defense.#

/71 Precise Shot
#The unit's ranged attacks are particularly accurate, ignoring up to %d of the enemy's ranged defense.#

/72 Poison Shot
#The unit poisons the target with his shots, making it lose %d hit points per turn for 3 turns.#

/73 Cause Vulnerability
#Whenever the unit inflicts melee damage on an enemy, he affects the target with the «Vulnerability» spell.#

/74 Cause Disease
#Whenever the unit inflicts melee damage on an enemy, he infects the target with a disease.#

/75 Gold Income
#Increases gold income by %d.#

/76 Gem Income
#Increases gem income by %d.#

/77 Learn Spell
#Allows the hero to learn a spell. In order to do so, the hero needs to take the scroll to the library and place it into his spell slot there.#

/78 Summon Creature
#Allows the hero to summon a creature. In order to do so, the hero needs to take the object to the garrison and place it into a unit slot of the corresponding rank. Different creatures require different buildings to be constructed in the Stronghold first.#

/79 Increased Upkeep
#The unit's upkeep cost is increased by %d~.#

/80 Immobilization
#The unit is unable to move.#

/81 Spellpower
#Increases the power of spells cast by %d.#

/82 Spell Duration
#Increases the duration of spells cast by %d.#

/83 Summoning Power
#Increases the strength of creatures summoned by %d.#

/84 Resistance Negation
#Decreases the spell target's resistance by %d.#

/85 Undead Summoning Power
#Increases the strength of undead risen by %d.#

/86 Fast Draw
#The hero can change weapons in battle without spending a turn.#

/87 Sabotage
#Increases the effect of sabotage performed by the hero by %d.#

/88 Province Plunder
#Increases the income from plundering the provinces by %d~.#

/89 Decrease Spell Cost
#Decreases the cost of spellcasting by %d~ gems.#

/90 2 Spells Per Turn
#Allows the hero to cast 2 spells per turn.#

/91 Gold for Quests
#Increases the gold rewards for quest completion by %d~.#

/92 Army Experience
#Increases experience gained by the troops by %d~.#

/93 Hero Experience
#Increases experience gained by the hero by %d~.#

/94 Looting
#Value: %d.
Increases the amount of gold and gems received when collecting trophies. Increases the chance of obtaining an item from a fallen enemy.#

/95 Ranged Attack
#Increases shooting strength by %d.#

/96 Wand Mastery
#Increases wand shooting strength by %d.#

/97 Item Maintenance
#Lowers the deterioration of weapons and armor by %d~.#

/98 Province Exploration
#Value: %d.
Speeds up province exploration.#

/99 Lower Upkeep
#Unit upkeep costs are decreased by %d~.#

/100 Mobility
#Value: %d.
The party's movement speed on the global map. The base mobility of an army is determined by the speed of its slowest unit. It can be increased by special buildings and by heroes' skills.#

/101 Initiative
#Value: %d.
In combat, the party whose commander's initiative is higher, moves first. When leaders have equal initiative, the attacker moves first.#

/102 Transformed
#This unit was transformed into something else by a powerful spell.#

/103 Summoned
#This unit was summoned by magic. When the battle is over, he will disappear.#

/104 Curse Spell
#The unit can cast the Curse spell, reducing the target's attack and defense.
Ammo units consumed by casting: %d.#

/105 Vulnerability Spell
#The unit can cast the Vulnerability spell, reducing the target's defense and resistance.
Ammo units consumed by casting: %d.#

/106 Fireball Spell
#The unit can cast the Fireball spell, striking several enemies at once with magic fire.
Ammo units consumed by casting: %d.#

/107 Bless Spell
#The unit can cast the Bless spell, increasing the target's defense and attack.
Ammo units consumed by casting: %d.#

/108 Exorcism Spell
#The unit can cast the Exorcism spell, inflicting damage on demons and the undead.
Ammo units consumed by casting: %d.#

/109 Air Shield Spell
#The unit can cast the Air Shield Spell, increasing the target's ranged defense and resistance.
Ammo units consumed by casting: %d.#

/110 Fear Spell
#The unit can cast the Fear spell, reducing the target's morale.
Ammo units consumed by casting: %d.#

/111 Raise Skeleton Spell
#The unit can cast the Raise Skeleton spell, creating a skeleton from a slain unit's corpse.
Ammo units consumed by casting: %d.#

/112 Inspiration Spell
#The unit can cast the Inspiration spell, restoring the target's morale.
Ammo units consumed by casting: %d.#

/113 Summon Imp Spell
#The unit can cast the Summon Imp spell, summoning an imp to the neighboring hex. The caster loses 3 hit points.
Ammo units consumed by casting: %d.#

/114 Dispel Spell
#The unit can cast the Dispel spell, dispelling enemy incantations and inflicting damage on summoned creatures.
Ammo units consumed by casting: %d.#

/115 Life Drain Spell
#The unit can cast the Life Drain spell, inflicting damage on the target and healing the caster's wounds.
Ammo units consumed by casting: %d.#

/116 Command
#Value: %d.
One of the three core attributes of the heroes. The higher the hero's command is, the more units can join his army.
This is the most important attribute for a Commander.#

/117 Magic
#Value: %d.
One of the three core attributes of the heroes. The higher the hero's magic is, the more spells he can learn.
This is the most important attribute for a Wizard.#

/118 Health
#Value: %d.
One of the three core attributes of the heroes. The higher the hero's health, the higher are his hit points, stamina, and morale. Health increases the hero's hit points restoration rate when not in combat.
This is the most important attribute for a Warrior.#

/119 Experience Level
#Value: %d.
Heroes gain experience in combat and for completing quests. When the hero's experience reaches a certain value, he advances to next level, one of his attributes and one of his skills increase.
Upon reaching level 10, the hero gets to choose among four elite professions. Upon reaching level 20, the hero becomes a master of the selected profession. 30 is the highest level available.
Ordinary units also gain experience. By reaching a higher experience level, a unit can increase one of his attributes or learn a new skill.#

/120 Guard Contract
#A guard contract is not put into the hero's inventory. Instead, it is added to the list of guards available for hire.#

/121 Building Schematics
#Building schematics are not put into the hero's inventory. Instead, they are added to the list of buildings available for construction in provinces.#

/122 Astral Energy Spell
#The unit can cast the Astral Energy spell, restoring the target's stamina and increasing its resistance.
Ammo units consumed by casting: %d.#

/123 Raise Zombie Spell
#The unit can cast the Raise Zombie spell, creating a zombie from a slain unit's corpse.
Ammo units consumed by casting: %d.#

/124 Haste Spell
#The unit can cast the Haste spell, increasing the target's speed and gradually restoring its stamina.
Ammo units consumed by casting: %d.#

/125 Slow Spell
#The unit can cast the Slow spell, reducing the target's speed and making it gradually lose its stamina.
Ammo units consumed by casting: %d.#

/126 Ritual Scroll
#This scroll is not put into the hero's inventory. Instead, it is added to the list of available rituals.#

/127 Treasure Hunt
#The hero gains %d~ more gold and gems while searching the special locations.#

/128 Restoration Spell
#The unit can heal his target, restoring 12 hit points, curing a poisoning, and lowering the duration of harmful spells. Does not affect the undead or mechanical creatures.
Ammo units consumed by casting: %d.#

/129 Word of Power Spell
#The unit can cast the Word of Power spell, subduing the target with a resistance of 3 or less for 1 turn. Does not affect heroes, the undead, or mechanical creatures.
Ammo units consumed by casting: %d.#

/130 Resurrection Spell
#The unit can bring an ally slain in battle back to life. Does not affect the undead or mechanical creatures.
Ammo units consumed by casting: %d.#

/131 Mass Curse Spell
#The unit can cast the Mass Curse spell, decreasing the fighting ability of the whole enemy army for 6 turns.
Ammo units consumed by casting: %d.#

/132 Energy Control
#The ability to control magical energy allows the unit to ignore %d of the target's resistance points when making a ranged attack.#

/133 Poison Flesh
#The flesh of this creature is so venomous that anyone attacking it in melee will be intoxicated with poison of strength %d.#

/134 Reincarnation
#If this creature is killed in battle, it will rise again with maximum health. This ability only works once per battle.#

/135 Tolerance
#The unit's morale does not decrease when his alignment conflicts with the Master's, or with other units in the party.#

/136 Necromancer's Call
#The hero can allow undead of a higher level than his Necromancy skill normally allows to remain in his party. Skill increased by: %d.#

