<TEXT>
<Tag>TXT_KEY_UNIT_SPIRIT_HEALER_STRATEGY</Tag>
<English>Spirit Healer's act are a support unit for offensive stacks. They boost the heal rate of friendly units and can remove Diseased, Plagued and Withered promotions. Additionally, they are able to cast Spirit Guide, ensuring that their wisdom is not completely lost upon their death.</English>
<French>Spirit Healer's act are a support unit for offensive stacks. They boost the heal rate of friendly units and can remove Diseased, Plagued and Withered promotions. Additionally, they are able to cast Spirit Guide, ensuring that their wisdom is not completely lost upon their death.</French>
<German>Spirit Healer's act are a support unit for offensive stacks. They boost the heal rate of friendly units and can remove Diseased, Plagued and Withered promotions. Additionally, they are able to cast Spirit Guide, ensuring that their wisdom is not completely lost upon their death.</German>
<Italian>Spirit Healer's act are a support unit for offensive stacks. They boost the heal rate of friendly units and can remove Diseased, Plagued and Withered promotions. Additionally, they are able to cast Spirit Guide, ensuring that their wisdom is not completely lost upon their death.</Italian>
<Spanish>Spirit Healer's act are a support unit for offensive stacks. They boost the heal rate of friendly units and can remove Diseased, Plagued and Withered promotions. Additionally, they are able to cast Spirit Guide, ensuring that their wisdom is not completely lost upon their death.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_SPIRIT_HEALER_PEDIA</Tag>
<English>The Chislev are well aware of the science that exists in the world, which some of the other races hold in such high regard. They are also aware however that the others remain gladly ignorant of the world's own soul and the unique magic which the Spirit Healer calls upon to cure the children of the earth. Scholars of the other races have dismissed it as simple sorcery combined with superstition - the truth would seem to be a matter of perspective.</English>
<French>The Chislev are well aware of the science that exists in the world, which some of the other races hold in such high regard. They are also aware however that the others remain gladly ignorant of the world's own soul and the unique magic which the Spirit Healer calls upon to cure the children of the earth. Scholars of the other races have dismissed it as simple sorcery combined with superstition - the truth would seem to be a matter of perspective.</French>
<German>The Chislev are well aware of the science that exists in the world, which some of the other races hold in such high regard. They are also aware however that the others remain gladly ignorant of the world's own soul and the unique magic which the Spirit Healer calls upon to cure the children of the earth. Scholars of the other races have dismissed it as simple sorcery combined with superstition - the truth would seem to be a matter of perspective.</German>
<Italian>The Chislev are well aware of the science that exists in the world, which some of the other races hold in such high regard. They are also aware however that the others remain gladly ignorant of the world's own soul and the unique magic which the Spirit Healer calls upon to cure the children of the earth. Scholars of the other races have dismissed it as simple sorcery combined with superstition - the truth would seem to be a matter of perspective.</Italian>
<Spanish>The Chislev are well aware of the science that exists in the world, which some of the other races hold in such high regard. They are also aware however that the others remain gladly ignorant of the world's own soul and the unique magic which the Spirit Healer calls upon to cure the children of the earth. Scholars of the other races have dismissed it as simple sorcery combined with superstition - the truth would seem to be a matter of perspective.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_ROCK_RAVEN_STRATEGY</Tag>
<English>Rock Ravens are natural hunter birds and more aggressive than a hawk in that it will attempt to attack larger prey. The damage done is generally minor, but a flock of vicious birds can prove a problem to an advancing army.</English>
<French>Rock Ravens are natural hunter birds and more aggressive than a hawk in that it will attempt to attack larger prey. The damage done is generally minor, but a flock of vicious birds can prove a problem to an advancing army.</French>
<German>Rock Ravens are natural hunter birds and more aggressive than a hawk in that it will attempt to attack larger prey. The damage done is generally minor, but a flock of vicious birds can prove a problem to an advancing army.</German>
<Italian>Rock Ravens are natural hunter birds and more aggressive than a hawk in that it will attempt to attack larger prey. The damage done is generally minor, but a flock of vicious birds can prove a problem to an advancing army.</Italian>
<Spanish>Rock Ravens are natural hunter birds and more aggressive than a hawk in that it will attempt to attack larger prey. The damage done is generally minor, but a flock of vicious birds can prove a problem to an advancing army.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_MESKWAKI_STRATEGY</Tag>
<English>Meskwaki is a a potent support-mage for a warparty. His unique ability to inspire fury (grants the Furious promotion) in the warriors following him allow his frenzied attacks to succeed where prudence would suggest failure was inevitable.</English>
<French>Meskwaki is a a potent support-mage for a warparty. His unique ability to inspire fury (grants the Furious promotion)in the warriors following him allow his frenzied attacks to succeed where prudence would suggest failure was inevitable.</French>
<German>Meskwaki is a a potent support-mage for a warparty. His unique ability to inspire fury (grants the Furious promotion)in the warriors following him allow his frenzied attacks to succeed where prudence would suggest failure was inevitable.</German>
<Italian>Meskwaki is a a potent support-mage for a warparty. His unique ability to inspire fury (grants the Furious promotion)in the warriors following him allow his frenzied attacks to succeed where prudence would suggest failure was inevitable.</Italian>
<Spanish>Meskwaki is a a potent support-mage for a warparty. His unique ability to inspire fury (grants the Furious promotion)in the warriors following him allow his frenzied attacks to succeed where prudence would suggest failure was inevitable.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_MESKWAKI_PEDIA</Tag>
<English>There is a piece of sage advice that is passed to each new generation of the Chislev people - "Do not anger the shaman". This advice was never so sound as when it was applied to Meskwaki, the shaman of Skeros.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes slowly. He was back in the pit. Spirit knows he wished to be anywhere else, but here he lay again. The guttural language of the jeering orcs above drifted down through the dim light as the campfires threw strange shadows across the walls above. He had been here as a child. His village all but wiped out by the orcs as they drove the Chislev from their jungle home. The greenskins had banded together behind a barbarian king and their aggression knew no bounds. His life with the tribe had been peaceful, but there was no peace here anymore. Laying in a earthen pit with only the sound of a whimpering child and the stench of the tribesmen decaying on the other side of the hole. It was sometime before he again realised that the crying child was him. Anger flashed in his heart and the sobbing stopped. He heard the sound of his tribes drums, no longer played in celebration of the spirits, but a menacing war-beat. He rose to his feet and flung himself at the walls of the pit. Clawing his way up the sheer surface, fingers bloodied as he pushed them deep into the earth. Anger drove him on. He reached the rim of the pit. The camp was in turmoil. The tribesmen of the next village - led by Absaroke - had been roused to war and were cutting a furious path into the heart of the camp as the orcs struggled to ready themselves. Meskwaki clambered free of his prison and threw himself into the fray, clubbing at the orcs with his fists and kicking out at any he could. His fists were ineffective weapons against the bulk of an orc warrior, but his sheer ferocity allowed him to drive several back as the other tribesmen moved to cut them down. Then it all stopped. The sound was gone and the images fading. The sensation of warm blood trickling from the back of his scalp. Falling to the floor, he didn't see the orc, but he did catch sight the bloodied mace that had laid him down. The vision faded to blackness.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes again. He was back in his own time, the visions of the past fading from his eyes but still burning in his heart. He still felt that rage. He had called for it. Now he would visit it upon the old-enemy. Striding from his tent, cold rage burning in his eyes he took his place at the head of the warparty. Today the greenskins would pay."</English>
<French>There is a piece of sage advice that is passed to each new generation of the Chislev people - "Do not anger the shaman". This advice was never so sound as when it was applied to Meskwaki, the shaman of Skeros.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes slowly. He was back in the pit. Spirit knows he wished to be anywhere else, but here he lay again. The guttural language of the jeering orcs above drifted down through the dim light as the campfires threw strange shadows across the walls above. He had been here as a child. His village all but wiped out by the orcs as they drove the Chislev from their jungle home. The greenskins had banded together behind a barbarian king and their aggression knew no bounds. His life with the tribe had been peaceful, but there was no peace here anymore. Laying in a earthen pit with only the sound of a whimpering child and the stench of the tribesmen decaying on the other side of the hole. It was sometime before he again realised that the crying child was him. Anger flashed in his heart and the sobbing stopped. He heard the sound of his tribes drums, no longer played in celebration of the spirits, but a menacing war-beat. He rose to his feet and flung himself at the walls of the pit. Clawing his way up the sheer surface, fingers bloodied as he pushed them deep into the earth. Anger drove him on. He reached the rim of the pit. The camp was in turmoil. The tribesmen of the next village - led by Absaroke - had been roused to war and were cutting a furious path into the heart of the camp as the orcs struggled to ready themselves. Meskwaki clambered free of his prison and threw himself into the fray, clubbing at the orcs with his fists and kicking out at any he could. His fists were ineffective weapons against the bulk of an orc warrior, but his sheer ferocity allowed him to drive several back as the other tribesmen moved to cut them down. Then it all stopped. The sound was gone and the images fading. The sensation of warm blood trickling from the back of his scalp. Falling to the floor, he didn't see the orc, but he did catch sight the bloodied mace that had laid him down. The vision faded to blackness.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes again. He was back in his own time, the visions of the past fading from his eyes but still burning in his heart. He still felt that rage. He had called for it. Now he would visit it upon the old-enemy. Striding from his tent, cold rage burning in his eyes he took his place at the head of the warparty. Today the greenskins would pay.</French>
<German>There is a piece of sage advice that is passed to each new generation of the Chislev people - "Do not anger the shaman". This advice was never so sound as when it was applied to Meskwaki, the shaman of Skeros.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes slowly. He was back in the pit. Spirit knows he wished to be anywhere else, but here he lay again. The guttural language of the jeering orcs above drifted down through the dim light as the campfires threw strange shadows across the walls above. He had been here as a child. His village all but wiped out by the orcs as they drove the Chislev from their jungle home. The greenskins had banded together behind a barbarian king and their aggression knew no bounds. His life with the tribe had been peaceful, but there was no peace here anymore. Laying in a earthen pit with only the sound of a whimpering child and the stench of the tribesmen decaying on the other side of the hole. It was sometime before he again realised that the crying child was him. Anger flashed in his heart and the sobbing stopped. He heard the sound of his tribes drums, no longer played in celebration of the spirits, but a menacing war-beat. He rose to his feet and flung himself at the walls of the pit. Clawing his way up the sheer surface, fingers bloodied as he pushed them deep into the earth. Anger drove him on. He reached the rim of the pit. The camp was in turmoil. The tribesmen of the next village - led by Absaroke - had been roused to war and were cutting a furious path into the heart of the camp as the orcs struggled to ready themselves. Meskwaki clambered free of his prison and threw himself into the fray, clubbing at the orcs with his fists and kicking out at any he could. His fists were ineffective weapons against the bulk of an orc warrior, but his sheer ferocity allowed him to drive several back as the other tribesmen moved to cut them down. Then it all stopped. The sound was gone and the images fading. The sensation of warm blood trickling from the back of his scalp. Falling to the floor, he didn't see the orc, but he did catch sight the bloodied mace that had laid him down. The vision faded to blackness.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes again. He was back in his own time, the visions of the past fading from his eyes but still burning in his heart. He still felt that rage. He had called for it. Now he would visit it upon the old-enemy. Striding from his tent, cold rage burning in his eyes he took his place at the head of the warparty. Today the greenskins would pay.</German>
<Italian>There is a piece of sage advice that is passed to each new generation of the Chislev people - "Do not anger the shaman". This advice was never so sound as when it was applied to Meskwaki, the shaman of Skeros.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes slowly. He was back in the pit. Spirit knows he wished to be anywhere else, but here he lay again. The guttural language of the jeering orcs above drifted down through the dim light as the campfires threw strange shadows across the walls above. He had been here as a child. His village all but wiped out by the orcs as they drove the Chislev from their jungle home. The greenskins had banded together behind a barbarian king and their aggression knew no bounds. His life with the tribe had been peaceful, but there was no peace here anymore. Laying in a earthen pit with only the sound of a whimpering child and the stench of the tribesmen decaying on the other side of the hole. It was sometime before he again realised that the crying child was him. Anger flashed in his heart and the sobbing stopped. He heard the sound of his tribes drums, no longer played in celebration of the spirits, but a menacing war-beat. He rose to his feet and flung himself at the walls of the pit. Clawing his way up the sheer surface, fingers bloodied as he pushed them deep into the earth. Anger drove him on. He reached the rim of the pit. The camp was in turmoil. The tribesmen of the next village - led by Absaroke - had been roused to war and were cutting a furious path into the heart of the camp as the orcs struggled to ready themselves. Meskwaki clambered free of his prison and threw himself into the fray, clubbing at the orcs with his fists and kicking out at any he could. His fists were ineffective weapons against the bulk of an orc warrior, but his sheer ferocity allowed him to drive several back as the other tribesmen moved to cut them down. Then it all stopped. The sound was gone and the images fading. The sensation of warm blood trickling from the back of his scalp. Falling to the floor, he didn't see the orc, but he did catch sight the bloodied mace that had laid him down. The vision faded to blackness.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes again. He was back in his own time, the visions of the past fading from his eyes but still burning in his heart. He still felt that rage. He had called for it. Now he would visit it upon the old-enemy. Striding from his tent, cold rage burning in his eyes he took his place at the head of the warparty. Today the greenskins would pay.</Italian>
<Spanish>There is a piece of sage advice that is passed to each new generation of the Chislev people - "Do not anger the shaman". This advice was never so sound as when it was applied to Meskwaki, the shaman of Skeros.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes slowly. He was back in the pit. Spirit knows he wished to be anywhere else, but here he lay again. The guttural language of the jeering orcs above drifted down through the dim light as the campfires threw strange shadows across the walls above. He had been here as a child. His village all but wiped out by the orcs as they drove the Chislev from their jungle home. The greenskins had banded together behind a barbarian king and their aggression knew no bounds. His life with the tribe had been peaceful, but there was no peace here anymore. Laying in a earthen pit with only the sound of a whimpering child and the stench of the tribesmen decaying on the other side of the hole. It was sometime before he again realised that the crying child was him. Anger flashed in his heart and the sobbing stopped. He heard the sound of his tribes drums, no longer played in celebration of the spirits, but a menacing war-beat. He rose to his feet and flung himself at the walls of the pit. Clawing his way up the sheer surface, fingers bloodied as he pushed them deep into the earth. Anger drove him on. He reached the rim of the pit. The camp was in turmoil. The tribesmen of the next village - led by Absaroke - had been roused to war and were cutting a furious path into the heart of the camp as the orcs struggled to ready themselves. Meskwaki clambered free of his prison and threw himself into the fray, clubbing at the orcs with his fists and kicking out at any he could. His fists were ineffective weapons against the bulk of an orc warrior, but his sheer ferocity allowed him to drive several back as the other tribesmen moved to cut them down. Then it all stopped. The sound was gone and the images fading. The sensation of warm blood trickling from the back of his scalp. Falling to the floor, he didn't see the orc, but he did catch sight the bloodied mace that had laid him down. The vision faded to blackness.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes again. He was back in his own time, the visions of the past fading from his eyes but still burning in his heart. He still felt that rage. He had called for it. Now he would visit it upon the old-enemy. Striding from his tent, cold rage burning in his eyes he took his place at the head of the warparty. Today the greenskins would pay.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_ROGUE_PEDIA</Tag>
<English>The palace may reject foreign envoys, the army prevents the encroachment of foreign forces and the temple may reject the advances of foreign missionaries. The tavern however will never reject the coin of foreign drinkers and this is where the rogue tends to be found. Seemingly displaced individuals, they spend time in the cities of their rivals learning as much as is necessary to survive. They are not (all) criminals, but they do have a tendency to find themselves in places they do not belong.</English>
<French>The palace may reject foreign envoys, the army prevents the encroachment of foreign forces and the temple may reject the advances of foreign missionaries. The tavern however will never reject the coin of foreign drinkers and this is where the rogue tends to be found. Seemingly displaced individuals, they spend time in the cities of their rivals learning as much as is necessary to survive. They are not (all) criminals, but they do have a tendency to find themselves in places they do not belong.</French>
<German>The palace may reject foreign envoys, the army prevents the encroachment of foreign forces and the temple may reject the advances of foreign missionaries. The tavern however will never reject the coin of foreign drinkers and this is where the rogue tends to be found. Seemingly displaced individuals, they spend time in the cities of their rivals learning as much as is necessary to survive. They are not (all) criminals, but they do have a tendency to find themselves in places they do not belong.</German>
<Italian>The palace may reject foreign envoys, the army prevents the encroachment of foreign forces and the temple may reject the advances of foreign missionaries. The tavern however will never reject the coin of foreign drinkers and this is where the rogue tends to be found. Seemingly displaced individuals, they spend time in the cities of their rivals learning as much as is necessary to survive. They are not (all) criminals, but they do have a tendency to find themselves in places they do not belong.</Italian>
<Spanish>The palace may reject foreign envoys, the army prevents the encroachment of foreign forces and the temple may reject the advances of foreign missionaries. The tavern however will never reject the coin of foreign drinkers and this is where the rogue tends to be found. Seemingly displaced individuals, they spend time in the cities of their rivals learning as much as is necessary to survive. They are not (all) criminals, but they do have a tendency to find themselves in places they do not belong.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_ROGUE_STRATEGY</Tag>
<English>Rogues are scout units that are able to travel through rival territory freely and investigate their cities. This information may be of use when planning for diplomacy, expansion or war.</English>
<French>Rogues are scout units that are able to travel through rival territory freely and investigate their cities. This information may be of use when planning for diplomacy, expansion or war.</French>
<German>Rogues are scout units that are able to travel through rival territory freely and investigate their cities. This information may be of use when planning for diplomacy, expansion or war.</German>
<Italian>Rogues are scout units that are able to travel through rival territory freely and investigate their cities. This information may be of use when planning for diplomacy, expansion or war.</Italian>
<Spanish>Rogues are scout units that are able to travel through rival territory freely and investigate their cities. This information may be of use when planning for diplomacy, expansion or war.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_TRACKER_PEDIA</Tag>
<English>Whilst the Explorer travels in search of new discoveries and the unknown, the Tracker knows exactly what it is that he seeks. It might be an orc warband that has pillaged a nearby village or it may be the vanguard of a large enemy army. Whatever the quarry, the tracker will find it long before anyone else even suspects it is there.</English>
<French>Whilst the Explorer travels in search of new discoveries and the unknown, the Tracker knows exactly what it is that he seeks. It might be an orc warband that has pillaged a nearby village or it may be the vanguard of a large enemy army. Whatever the quarry, the tracker will find it long before anyone else even suspects it is there.</French>
<German>Whilst the Explorer travels in search of new discoveries and the unknown, the Tracker knows exactly what it is that he seeks. It might be an orc warband that has pillaged a nearby village or it may be the vanguard of a large enemy army. Whatever the quarry, the tracker will find it long before anyone else even suspects it is there.</German>
<Italian>Whilst the Explorer travels in search of new discoveries and the unknown, the Tracker knows exactly what it is that he seeks. It might be an orc warband that has pillaged a nearby village or it may be the vanguard of a large enemy army. Whatever the quarry, the tracker will find it long before anyone else even suspects it is there.</Italian>
<Spanish>Whilst the Explorer travels in search of new discoveries and the unknown, the Tracker knows exactly what it is that he seeks. It might be an orc warband that has pillaged a nearby village or it may be the vanguard of a large enemy army. Whatever the quarry, the tracker will find it long before anyone else even suspects it is there.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_TRACKER_STRATEGY</Tag>
<English>This unit replaces the Ranger but is available earlier and fulfills a different role. The Tracker has the Sentry and Woodsman promotions and can gain the second level of both to make it a solid wilderness explorer, able to spot income threats from a great distance and travel quickly through forests. It also has the Adventurer promotion, granting it a bonus when exploring monster lairs and dungeons.</English>
<French>This unit replaces the Ranger but is available earlier and fulfills a different role. The Tracker has the Sentry and Woodsman promotions and can gain the second level of both to make it a solid wilderness explorer, able to spot income threats from a great distance and travel quickly through forests. It also has the Adventurer promotion, granting it a bonus when exploring monster lairs and dungeons.</French>
<German>This unit replaces the Ranger but is available earlier and fulfills a different role. The Tracker has the Sentry and Woodsman promotions and can gain the second level of both to make it a solid wilderness explorer, able to spot income threats from a great distance and travel quickly through forests. It also has the Adventurer promotion, granting it a bonus when exploring monster lairs and dungeons.</German>
<Italian>This unit replaces the Ranger but is available earlier and fulfills a different role. The Tracker has the Sentry and Woodsman promotions and can gain the second level of both to make it a solid wilderness explorer, able to spot income threats from a great distance and travel quickly through forests. It also has the Adventurer promotion, granting it a bonus when exploring monster lairs and dungeons.</Italian>
<Spanish>This unit replaces the Ranger but is available earlier and fulfills a different role. The Tracker has the Sentry and Woodsman promotions and can gain the second level of both to make it a solid wilderness explorer, able to spot income threats from a great distance and travel quickly through forests. It also has the Adventurer promotion, granting it a bonus when exploring monster lairs and dungeons.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_RECURVE_ARCHER_PEDIA</Tag>
<English>A recurve bow is a form of bow defined by the side-view profile; in contrast to the simple longbow, a recurve bow has tips that curve away from the archer when the bow is unstrung. By one technical definition, the difference between recurve and other bows is that the string touches sections of the limbs of recurve bows when the bow is strung. A recurve bow stores more energy than an equivalent straight-limbed bow, giving a greater amount of cast to the arrow. A recurve will permit a shorter bow than the simple bow for a given arrow energy and this form was preferred by archers in environments where long weapons could be cumbersome, such as in brush and forest terrain, or while on horseback. By contrast, the traditional straight longbow tends to "stack" that is, the required draw force increases more rapidly per unit of draw length as the string is drawn back.</English>
<French>A recurve bow is a form of bow defined by the side-view profile; in contrast to the simple longbow, a recurve bow has tips that curve away from the archer when the bow is unstrung. By one technical definition, the difference between recurve and other bows is that the string touches sections of the limbs of recurve bows when the bow is strung. A recurve bow stores more energy than an equivalent straight-limbed bow, giving a greater amount of cast to the arrow. A recurve will permit a shorter bow than the simple bow for a given arrow energy and this form was preferred by archers in environments where long weapons could be cumbersome, such as in brush and forest terrain, or while on horseback. By contrast, the traditional straight longbow tends to "stack" that is, the required draw force increases more rapidly per unit of draw length as the string is drawn back.</French>
<German>A recurve bow is a form of bow defined by the side-view profile; in contrast to the simple longbow, a recurve bow has tips that curve away from the archer when the bow is unstrung. By one technical definition, the difference between recurve and other bows is that the string touches sections of the limbs of recurve bows when the bow is strung. A recurve bow stores more energy than an equivalent straight-limbed bow, giving a greater amount of cast to the arrow. A recurve will permit a shorter bow than the simple bow for a given arrow energy and this form was preferred by archers in environments where long weapons could be cumbersome, such as in brush and forest terrain, or while on horseback. By contrast, the traditional straight longbow tends to "stack" that is, the required draw force increases more rapidly per unit of draw length as the string is drawn back.</German>
<Italian>A recurve bow is a form of bow defined by the side-view profile; in contrast to the simple longbow, a recurve bow has tips that curve away from the archer when the bow is unstrung. By one technical definition, the difference between recurve and other bows is that the string touches sections of the limbs of recurve bows when the bow is strung. A recurve bow stores more energy than an equivalent straight-limbed bow, giving a greater amount of cast to the arrow. A recurve will permit a shorter bow than the simple bow for a given arrow energy and this form was preferred by archers in environments where long weapons could be cumbersome, such as in brush and forest terrain, or while on horseback. By contrast, the traditional straight longbow tends to "stack" that is, the required draw force increases more rapidly per unit of draw length as the string is drawn back.</Italian>
<Spanish>A recurve bow is a form of bow defined by the side-view profile; in contrast to the simple longbow, a recurve bow has tips that curve away from the archer when the bow is unstrung. By one technical definition, the difference between recurve and other bows is that the string touches sections of the limbs of recurve bows when the bow is strung. A recurve bow stores more energy than an equivalent straight-limbed bow, giving a greater amount of cast to the arrow. A recurve will permit a shorter bow than the simple bow for a given arrow energy and this form was preferred by archers in environments where long weapons could be cumbersome, such as in brush and forest terrain, or while on horseback. By contrast, the traditional straight longbow tends to "stack" that is, the required draw force increases more rapidly per unit of draw length as the string is drawn back.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_RECURVE_ARCHER_STRATEGY</Tag>
<English>This longbow replacement is able to defend both in cities and in the wilds, thanks to the Woodsman Promotion. The shorter Recurve bow also allows them to loose arrows more quickly, giving them greater chance to strike first.</English>
<French>This longbow replacement is able to defend both in cities and in the wilds, thanks to the Woodsman Promotion. The shorter Recurve bow also allows them to loose arrows more quickly, giving them greater chance to strike first.</French>
<German>This longbow replacement is able to defend both in cities and in the wilds, thanks to the Woodsman Promotion. The shorter Recurve bow also allows them to loose arrows more quickly, giving them greater chance to strike first.</German>
<Italian>This longbow replacement is able to defend both in cities and in the wilds, thanks to the Woodsman Promotion. The shorter Recurve bow also allows them to loose arrows more quickly, giving them greater chance to strike first.</Italian>
<Spanish>This longbow replacement is able to defend both in cities and in the wilds, thanks to the Woodsman Promotion. The shorter Recurve bow also allows them to loose arrows more quickly, giving them greater chance to strike first.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_SHOREPARTY_PEDIA</Tag>
<English>Whilst most sailors stick to sailing, the Austrin can't resist investigating newly discovered lands. All their seamen are experienced in tracking and wilderness survival and so will explore at least a short distance into any island they encouter before putting back out to sea.</English>
<French>Whilst most sailors stick to sailing, the Austrin can't resist investigating newly discovered lands. All their seamen are experienced in tracking and wilderness survival and so will explore at least a short distance into any island they encouter before putting back out to sea.</French>
<German>Whilst most sailors stick to sailing, the Austrin can't resist investigating newly discovered lands. All their seamen are experienced in tracking and wilderness survival and so will explore at least a short distance into any island they encouter before putting back out to sea.</German>
<Italian>Whilst most sailors stick to sailing, the Austrin can't resist investigating newly discovered lands. All their seamen are experienced in tracking and wilderness survival and so will explore at least a short distance into any island they encouter before putting back out to sea.</Italian>
<Spanish>Whilst most sailors stick to sailing, the Austrin can't resist investigating newly discovered lands. All their seamen are experienced in tracking and wilderness survival and so will explore at least a short distance into any island they encouter before putting back out to sea.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_SHOREPARTY_STRATEGY</Tag>
<English>Shoreparties are summoned from Austrin ships and allow you to explore a landmass more thoroughly than is possible by simply sailing by. They cannot fight, but will move quickly over the terrain for a single turn before returning to their ship.</English>
<French>Shoreparties are summoned from Austrin ships and allow you to explore a landmass more thoroughly than is possible by simply sailing by. They cannot fight, but will move quickly over the terrain for a single turn before returning to their ship.</French>
<German>Shoreparties are summoned from Austrin ships and allow you to explore a landmass more thoroughly than is possible by simply sailing by. They cannot fight, but will move quickly over the terrain for a single turn before returning to their ship.</German>
<Italian>Shoreparties are summoned from Austrin ships and allow you to explore a landmass more thoroughly than is possible by simply sailing by. They cannot fight, but will move quickly over the terrain for a single turn before returning to their ship.</Italian>
<Spanish>Shoreparties are summoned from Austrin ships and allow you to explore a landmass more thoroughly than is possible by simply sailing by. They cannot fight, but will move quickly over the terrain for a single turn before returning to their ship.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_EXPLORER_PEDIA</Tag>
<English>Most civilizations search the areas surrounding their lands to discover new resources and neighbouring civilizations. The Austrin however explore the world purely for the love of discovering the unknown. Often, that unknown can be hostile or even deadly, but the Exploration guild trains its members well and most fare well in the wild.</English>
<French>Most civilizations search the areas surrounding their lands to discover new resources and neighbouring civilizations. The Austrin however explore the world purely for the love of discovering the unknown. Often, that unknown can be hostile or even deadly, but the Exploration guild trains its members well and most fare well in the wild.</French>
<German>Most civilizations search the areas surrounding their lands to discover new resources and neighbouring civilizations. The Austrin however explore the world purely for the love of discovering the unknown. Often, that unknown can be hostile or even deadly, but the Exploration guild trains its members well and most fare well in the wild.</German>
<Italian>Most civilizations search the areas surrounding their lands to discover new resources and neighbouring civilizations. The Austrin however explore the world purely for the love of discovering the unknown. Often, that unknown can be hostile or even deadly, but the Exploration guild trains its members well and most fare well in the wild.</Italian>
<Spanish>Most civilizations search the areas surrounding their lands to discover new resources and neighbouring civilizations. The Austrin however explore the world purely for the love of discovering the unknown. Often, that unknown can be hostile or even deadly, but the Exploration guild trains its members well and most fare well in the wild.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_EXPLORER_STRATEGY</Tag>
<English>This Hunter-replacement unit shares many of the hunter's strengths, whilst being available at Cartography and also able to traverse difficult terrain rapidly.</English>
<French>This Hunter-replacement unit shares many of the hunter's strengths, whilst being available at Cartography and also able to traverse difficult terrain rapidly.</French>
<German>This Hunter-replacement unit shares many of the hunter's strengths, whilst being available at Cartography and also able to traverse difficult terrain rapidly.</German>
<Italian>This Hunter-replacement unit shares many of the hunter's strengths, whilst being available at Cartography and also able to traverse difficult terrain rapidly.</Italian>
<Spanish>This Hunter-replacement unit shares many of the hunter's strengths, whilst being available at Cartography and also able to traverse difficult terrain rapidly.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_WINDSWORD_PEDIA</Tag>
<English>The Windswords are considered to be an old legend by many Erubusians - even amongst the Austrin. They did once exist however, schooled in advanced swordsplay and able to move as unpredicatably as the wind. Inspired by the nature of Tali, the Windswords could keep their foe utterly off guard and scythe through their ranks as the wind cuts through a field of corn. [NEWLINE][NEWLINE]Rumours persist that there is still one person schooled in that ancient art - though Deirdra herself has searched since childhood for him with little success. With the combined resources of the Austrin empire however, perhaps she will have more success...</English>
<French>The Windswords are considered to be an old legend by many Erubusians - even amongst the Austrin. They did once exist however, schooled in advanced swordsplay and able to move as unpredicatably as the wind. Inspired by the nature of Tali, the Windswords could keep their foe utterly off guard and scythe through their ranks as the wind cuts through a field of corn. [NEWLINE][NEWLINE]Rumours persist that there is still one person schooled in that ancient art - though Deirdra herself has searched since childhood for him with little success. With the combined resources of the Austrin empire however, perhaps she will have more success...</French>
<German>The Windswords are considered to be an old legend by many Erubusians - even amongst the Austrin. They did once exist however, schooled in advanced swordsplay and able to move as unpredicatably as the wind. Inspired by the nature of Tali, the Windswords could keep their foe utterly off guard and scythe through their ranks as the wind cuts through a field of corn. [NEWLINE][NEWLINE]Rumours persist that there is still one person schooled in that ancient art - though Deirdra herself has searched since childhood for him with little success. With the combined resources of the Austrin empire however, perhaps she will have more success...</German>
<Italian>The Windswords are considered to be an old legend by many Erubusians - even amongst the Austrin. They did once exist however, schooled in advanced swordsplay and able to move as unpredicatably as the wind. Inspired by the nature of Tali, the Windswords could keep their foe utterly off guard and scythe through their ranks as the wind cuts through a field of corn. [NEWLINE][NEWLINE]Rumours persist that there is still one person schooled in that ancient art - though Deirdra herself has searched since childhood for him with little success. With the combined resources of the Austrin empire however, perhaps she will have more success...</Italian>
<Spanish>The Windswords are considered to be an old legend by many Erubusians - even amongst the Austrin. They did once exist however, schooled in advanced swordsplay and able to move as unpredicatably as the wind. Inspired by the nature of Tali, the Windswords could keep their foe utterly off guard and scythe through their ranks as the wind cuts through a field of corn. [NEWLINE][NEWLINE]Rumours persist that there is still one person schooled in that ancient art - though Deirdra herself has searched since childhood for him with little success. With the combined resources of the Austrin empire however, perhaps she will have more success...</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_WINDSWORD_STRATEGY</Tag>
<English>The Windswords are a national unit and replace the Phalanx of other civilizations. The unit is most notable for its special ability - "Bladewind" - which forces all foes to retreat away from the Windswords flashing blade, taking a small amount of damage in the process. Windswords excel against melee and ranged troops alike - with a 25% bonus against melee and an immunity to first strikes helping the to close with ranged troops.</English>
<French>The Windswords are a national unit and replace the Phalanx of other civilizations. The unit is most notable for its special ability - "Bladewind" - which forces all foes to retreat away from the Windswords flashing blade, taking a small amount of damage in the process. Windswords excel against melee and ranged troops alike - with a 25% bonus against melee and an immunity to first strikes helping the to close with ranged troops.</French>
<German>The Windswords are a national unit and replace the Phalanx of other civilizations. The unit is most notable for its special ability - "Bladewind" - which forces all foes to retreat away from the Windswords flashing blade, taking a small amount of damage in the process. Windswords excel against melee and ranged troops alike - with a 25% bonus against melee and an immunity to first strikes helping the to close with ranged troops.</German>
<Italian>The Windswords are a national unit and replace the Phalanx of other civilizations. The unit is most notable for its special ability - "Bladewind" - which forces all foes to retreat away from the Windswords flashing blade, taking a small amount of damage in the process. Windswords excel against melee and ranged troops alike - with a 25% bonus against melee and an immunity to first strikes helping the to close with ranged troops.</Italian>
<Spanish>The Windswords are a national unit and replace the Phalanx of other civilizations. The unit is most notable for its special ability - "Bladewind" - which forces all foes to retreat away from the Windswords flashing blade, taking a small amount of damage in the process. Windswords excel against melee and ranged troops alike - with a 25% bonus against melee and an immunity to first strikes helping the to close with ranged troops.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_PEGASUS_PEDIA</Tag>
<English>The Pegasus is a mythical creature, generally remembered due to its namesake constellation. They are wild animals who have tasted the freedom of the skies, though they are also highly intelligent and will allow themselves to be ridden if the cause suits them.</English>
<French>The Pegasus is a mythical creature, generally remembered due to its namesake constellation. They are wild animals who have tasted the freedom of the skies, though they are also highly intelligent and will allow themselves to be ridden if the cause suits them.</French>
<German>The Pegasus is a mythical creature, generally remembered due to its namesake constellation. They are wild animals who have tasted the freedom of the skies, though they are also highly intelligent and will allow themselves to be ridden if the cause suits them.</German>
<Italian>The Pegasus is a mythical creature, generally remembered due to its namesake constellation. They are wild animals who have tasted the freedom of the skies, though they are also highly intelligent and will allow themselves to be ridden if the cause suits them.</Italian>
<Spanish>The Pegasus is a mythical creature, generally remembered due to its namesake constellation. They are wild animals who have tasted the freedom of the skies, though they are also highly intelligent and will allow themselves to be ridden if the cause suits them.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_PEGASUS_STRATEGY</Tag>
<English>Pegasi are maginally useful as a unit, but far more useful as a mount for an existing high level unit. Using the "Ride Pegasus" ability, any Melee, Archer or Adept unit can ride the Pegasus, allowing it rapid and unrestricted movement.</English>
<French>Pegasi are maginally useful as a unit, but far more useful as a mount for an existing high level unit. Using the "Ride Pegasus" ability, any Melee, Archer or Adept unit can ride the Pegasus, allowing it rapid and unrestricted movement.</French>
<German>Pegasi are maginally useful as a unit, but far more useful as a mount for an existing high level unit. Using the "Ride Pegasus" ability, any Melee, Archer or Adept unit can ride the Pegasus, allowing it rapid and unrestricted movement.</German>
<Italian>Pegasi are maginally useful as a unit, but far more useful as a mount for an existing high level unit. Using the "Ride Pegasus" ability, any Melee, Archer or Adept unit can ride the Pegasus, allowing it rapid and unrestricted movement.</Italian>
<Spanish>Pegasi are maginally useful as a unit, but far more useful as a mount for an existing high level unit. Using the "Ride Pegasus" ability, any Melee, Archer or Adept unit can ride the Pegasus, allowing it rapid and unrestricted movement.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_HARMATT_PEDIA</Tag>
<English>The ocean spread before him, Harmatt breathed in the salt-air. He had travelled the breadth of this land, from Telynohn to the Great Western Sea. Now he could travel no more, as the water stretched out to the north and south, forming a barrier. Yet the horizon still called him. This was not the edge of the world, he could feel it. There was more to find, to see.[NEWLINE][NEWLINE]As night fell, he crept back to the Amurite port. Ships travelled along the coast at all hours to dock at Glorairine, though they were mostly cargo ships - ugly, cumbersome and ill-suited to a voyage on untamed waves. Then he saw it. A cruiser - simple and elegant lines, designed for speed, belonging to some high-ranking mage who needed to travel between the Amurite cities and beyond rapidly.[NEWLINE][NEWLINE]Harmatt held no antipathy toward the Amurites - in fact they'd been nothing but accomadating when he'd paid Cervedes a visit. He needed to sail however and the cruiser was the key to that. He quickly slipped on board and darted across the main deck. The craft was designed for a crew of a dozen or more, but he had sailed far larger crafts alone in the past - the winds favoured him. Checking that there were none aboard, he sliced the mooring ropes and prepared to make way.[NEWLINE][NEWLINE]It would not move. He had spent minutes that felt like a lifetime trying to set sail, but the vessel was stuck fast. The small anchor had been raised, the moorings were cleared and the sails had been dropped enough to manoeuvre (though hopefully not enough to attract attention from the docks) - but still it refused to move. Knowing that time was short, Harmatt opened the sails full, hoping that a sail full of wind would pull him free of the unseen obstruction. The ship lurched uncertainly, then began to vibrate, but still it refused to move.[NEWLINE]A light on the dockside alerted him to the approach of guards, he could flee into the water, but despite being a strong swimmer, he doubted he could outpace an archer's arrow. He stood his ground as the guards laid a gang plank and boarded the ship.[NEWLINE][NEWLINE]At their head stood a mage. "What exactly are you doing here, in the dead of night? Speak quickly, lest I think you a thief"[NEWLINE][NEWLINE] "Surely not a thief", said Harmatt. "I am merely here to render this vessel seaworthy once more - something unseen has snared it and the owner wished me to free it". The Mage looked amused.[NEWLINE]This vessel will become seaworthy only when its owner wishes it to be so. This is the personal transport of Archmage Govannon - without his magic, it will never move."[NEWLINE] "Oh. Drat. I guess it's not what I needed afterall then. The water it is..." Before the Amurites could respond, he had darted back several feet and flung himself from the deck, over the side of the boat. The guards ran to the rail as something heavy splashed into the water and seconds later the area was showered with arrows. They waited several minutes, but naught but the thief's hat surfaced.[NEWLINE][NEWLINE]Hanging on grimly to the underside of the anchor, Harmatt lamented the loss of his hat and swordbelt - cast into the water as he made his escape. This was not turning out to be a good night...</English>
<French>The ocean spread before him, Harmatt breathed in the salt-air. He had travelled the breadth of this land, from Telynohn to the Great Western Sea. Now he could travel no more, as the water stretched out to the north and south, forming a barrier. Yet the horizon still called him. This was not the edge of the world, he could feel it. There was more to find, to see.[NEWLINE][NEWLINE]As night fell, he crept back to the Amurite port. Ships travelled along the coast at all hours to dock at Glorairine, though they were mostly cargo ships - ugly, cumbersome and ill-suited to a voyage on untamed waves. Then he saw it. A cruiser - simple and elegant lines, designed for speed, belonging to some high-ranking mage who needed to travel between the Amurite cities and beyond rapidly.[NEWLINE][NEWLINE]Harmatt held no antipathy toward the Amurites - in fact they'd been nothing but accomadating when he'd paid Cervedes a visit. He needed to sail however and the cruiser was the key to that. He quickly slipped on board and darted across the main deck. The craft was designed for a crew of a dozen or more, but he had sailed far larger crafts alone in the past - the winds favoured him. Checking that there were none aboard, he sliced the mooring ropes and prepared to make way.[NEWLINE][NEWLINE]It would not move. He had spent minutes that felt like a lifetime trying to set sail, but the vessel was stuck fast. The small anchor had been raised, the moorings were cleared and the sails had been dropped enough to manoeuvre (though hopefully not enough to attract attention from the docks) - but still it refused to move. Knowing that time was short, Harmatt opened the sails full, hoping that a sail full of wind would pull him free of the unseen obstruction. The ship lurched uncertainly, then began to vibrate, but still it refused to move.[NEWLINE]A light on the dockside alerted him to the approach of guards, he could flee into the water, but despite being a strong swimmer, he doubted he could outpace an archer's arrow. He stood his ground as the guards laid a gang plank and boarded the ship.[NEWLINE][NEWLINE]At their head stood a mage. "What exactly are you doing here, in the dead of night? Speak quickly, lest I think you a thief"[NEWLINE][NEWLINE] "Surely not a thief", said Harmatt. "I am merely here to render this vessel seaworthy once more - something unseen has snared it and the owner wished me to free it". The Mage looked amused.[NEWLINE]This vessel will become seaworthy only when its owner wishes it to be so. This is the personal transport of Archmage Govannon - without his magic, it will never move."[NEWLINE] "Oh. Drat. I guess it's not what I needed afterall then. The water it is..." Before the Amurites could respond, he had darted back several feet and flung himself from the deck, over the side of the boat. The guards ran to the rail as something heavy splashed into the water and seconds later the area was showered with arrows. They waited several minutes, but naught but the thief's hat surfaced.[NEWLINE][NEWLINE]Hanging on grimly to the underside of the anchor, Harmatt lamented the loss of his hat and swordbelt - cast into the water as he made his escape. This was not turning out to be a good night...</French>
<German>The ocean spread before him, Harmatt breathed in the salt-air. He had travelled the breadth of this land, from Telynohn to the Great Western Sea. Now he could travel no more, as the water stretched out to the north and south, forming a barrier. Yet the horizon still called him. This was not the edge of the world, he could feel it. There was more to find, to see.[NEWLINE][NEWLINE]As night fell, he crept back to the Amurite port. Ships travelled along the coast at all hours to dock at Glorairine, though they were mostly cargo ships - ugly, cumbersome and ill-suited to a voyage on untamed waves. Then he saw it. A cruiser - simple and elegant lines, designed for speed, belonging to some high-ranking mage who needed to travel between the Amurite cities and beyond rapidly.[NEWLINE][NEWLINE]Harmatt held no antipathy toward the Amurites - in fact they'd been nothing but accomadating when he'd paid Cervedes a visit. He needed to sail however and the cruiser was the key to that. He quickly slipped on board and darted across the main deck. The craft was designed for a crew of a dozen or more, but he had sailed far larger crafts alone in the past - the winds favoured him. Checking that there were none aboard, he sliced the mooring ropes and prepared to make way.[NEWLINE][NEWLINE]It would not move. He had spent minutes that felt like a lifetime trying to set sail, but the vessel was stuck fast. The small anchor had been raised, the moorings were cleared and the sails had been dropped enough to manoeuvre (though hopefully not enough to attract attention from the docks) - but still it refused to move. Knowing that time was short, Harmatt opened the sails full, hoping that a sail full of wind would pull him free of the unseen obstruction. The ship lurched uncertainly, then began to vibrate, but still it refused to move.[NEWLINE]A light on the dockside alerted him to the approach of guards, he could flee into the water, but despite being a strong swimmer, he doubted he could outpace an archer's arrow. He stood his ground as the guards laid a gang plank and boarded the ship.[NEWLINE][NEWLINE]At their head stood a mage. "What exactly are you doing here, in the dead of night? Speak quickly, lest I think you a thief"[NEWLINE][NEWLINE] "Surely not a thief", said Harmatt. "I am merely here to render this vessel seaworthy once more - something unseen has snared it and the owner wished me to free it". The Mage looked amused.[NEWLINE]This vessel will become seaworthy only when its owner wishes it to be so. This is the personal transport of Archmage Govannon - without his magic, it will never move."[NEWLINE] "Oh. Drat. I guess it's not what I needed afterall then. The water it is..." Before the Amurites could respond, he had darted back several feet and flung himself from the deck, over the side of the boat. The guards ran to the rail as something heavy splashed into the water and seconds later the area was showered with arrows. They waited several minutes, but naught but the thief's hat surfaced.[NEWLINE][NEWLINE]Hanging on grimly to the underside of the anchor, Harmatt lamented the loss of his hat and swordbelt - cast into the water as he made his escape. This was not turning out to be a good night...</German>
<Italian>The ocean spread before him, Harmatt breathed in the salt-air. He had travelled the breadth of this land, from Telynohn to the Great Western Sea. Now he could travel no more, as the water stretched out to the north and south, forming a barrier. Yet the horizon still called him. This was not the edge of the world, he could feel it. There was more to find, to see.[NEWLINE][NEWLINE]As night fell, he crept back to the Amurite port. Ships travelled along the coast at all hours to dock at Glorairine, though they were mostly cargo ships - ugly, cumbersome and ill-suited to a voyage on untamed waves. Then he saw it. A cruiser - simple and elegant lines, designed for speed, belonging to some high-ranking mage who needed to travel between the Amurite cities and beyond rapidly.[NEWLINE][NEWLINE]Harmatt held no antipathy toward the Amurites - in fact they'd been nothing but accomadating when he'd paid Cervedes a visit. He needed to sail however and the cruiser was the key to that. He quickly slipped on board and darted across the main deck. The craft was designed for a crew of a dozen or more, but he had sailed far larger crafts alone in the past - the winds favoured him. Checking that there were none aboard, he sliced the mooring ropes and prepared to make way.[NEWLINE][NEWLINE]It would not move. He had spent minutes that felt like a lifetime trying to set sail, but the vessel was stuck fast. The small anchor had been raised, the moorings were cleared and the sails had been dropped enough to manoeuvre (though hopefully not enough to attract attention from the docks) - but still it refused to move. Knowing that time was short, Harmatt opened the sails full, hoping that a sail full of wind would pull him free of the unseen obstruction. The ship lurched uncertainly, then began to vibrate, but still it refused to move.[NEWLINE]A light on the dockside alerted him to the approach of guards, he could flee into the water, but despite being a strong swimmer, he doubted he could outpace an archer's arrow. He stood his ground as the guards laid a gang plank and boarded the ship.[NEWLINE][NEWLINE]At their head stood a mage. "What exactly are you doing here, in the dead of night? Speak quickly, lest I think you a thief"[NEWLINE][NEWLINE] "Surely not a thief", said Harmatt. "I am merely here to render this vessel seaworthy once more - something unseen has snared it and the owner wished me to free it". The Mage looked amused.[NEWLINE]This vessel will become seaworthy only when its owner wishes it to be so. This is the personal transport of Archmage Govannon - without his magic, it will never move."[NEWLINE] "Oh. Drat. I guess it's not what I needed afterall then. The water it is..." Before the Amurites could respond, he had darted back several feet and flung himself from the deck, over the side of the boat. The guards ran to the rail as something heavy splashed into the water and seconds later the area was showered with arrows. They waited several minutes, but naught but the thief's hat surfaced.[NEWLINE][NEWLINE]Hanging on grimly to the underside of the anchor, Harmatt lamented the loss of his hat and swordbelt - cast into the water as he made his escape. This was not turning out to be a good night...</Italian>
<Spanish>The ocean spread before him, Harmatt breathed in the salt-air. He had travelled the breadth of this land, from Telynohn to the Great Western Sea. Now he could travel no more, as the water stretched out to the north and south, forming a barrier. Yet the horizon still called him. This was not the edge of the world, he could feel it. There was more to find, to see.[NEWLINE][NEWLINE]As night fell, he crept back to the Amurite port. Ships travelled along the coast at all hours to dock at Glorairine, though they were mostly cargo ships - ugly, cumbersome and ill-suited to a voyage on untamed waves. Then he saw it. A cruiser - simple and elegant lines, designed for speed, belonging to some high-ranking mage who needed to travel between the Amurite cities and beyond rapidly.[NEWLINE][NEWLINE]Harmatt held no antipathy toward the Amurites - in fact they'd been nothing but accomadating when he'd paid Cervedes a visit. He needed to sail however and the cruiser was the key to that. He quickly slipped on board and darted across the main deck. The craft was designed for a crew of a dozen or more, but he had sailed far larger crafts alone in the past - the winds favoured him. Checking that there were none aboard, he sliced the mooring ropes and prepared to make way.[NEWLINE][NEWLINE]It would not move. He had spent minutes that felt like a lifetime trying to set sail, but the vessel was stuck fast. The small anchor had been raised, the moorings were cleared and the sails had been dropped enough to manoeuvre (though hopefully not enough to attract attention from the docks) - but still it refused to move. Knowing that time was short, Harmatt opened the sails full, hoping that a sail full of wind would pull him free of the unseen obstruction. The ship lurched uncertainly, then began to vibrate, but still it refused to move.[NEWLINE]A light on the dockside alerted him to the approach of guards, he could flee into the water, but despite being a strong swimmer, he doubted he could outpace an archer's arrow. He stood his ground as the guards laid a gang plank and boarded the ship.[NEWLINE][NEWLINE]At their head stood a mage. "What exactly are you doing here, in the dead of night? Speak quickly, lest I think you a thief"[NEWLINE][NEWLINE] "Surely not a thief", said Harmatt. "I am merely here to render this vessel seaworthy once more - something unseen has snared it and the owner wished me to free it". The Mage looked amused.[NEWLINE]This vessel will become seaworthy only when its owner wishes it to be so. This is the personal transport of Archmage Govannon - without his magic, it will never move."[NEWLINE] "Oh. Drat. I guess it's not what I needed afterall then. The water it is..." Before the Amurites could respond, he had darted back several feet and flung himself from the deck, over the side of the boat. The guards ran to the rail as something heavy splashed into the water and seconds later the area was showered with arrows. They waited several minutes, but naught but the thief's hat surfaced.[NEWLINE][NEWLINE]Hanging on grimly to the underside of the anchor, Harmatt lamented the loss of his hat and swordbelt - cast into the water as he made his escape. This was not turning out to be a good night...</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_HARMATT_STRATEGY</Tag>
<English>Harmatt is an early hero though has some mid-game potential thanks to his Air-affinity. He is best used to explore and is able to deal with the worst that the wild can throw at him.</English>
<French>Harmatt is an early hero though has some mid-game potential thanks to his Air-affinity. He is best used to explore and is able to deal with the worst that the wild can throw at him.</French>
<German>Harmatt is an early hero though has some mid-game potential thanks to his Air-affinity. He is best used to explore and is able to deal with the worst that the wild can throw at him.</German>
<Italian>Harmatt is an early hero though has some mid-game potential thanks to his Air-affinity. He is best used to explore and is able to deal with the worst that the wild can throw at him.</Italian>
<Spanish>Harmatt is an early hero though has some mid-game potential thanks to his Air-affinity. He is best used to explore and is able to deal with the worst that the wild can throw at him.</Spanish>
</TEXT>