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Sprache
aa - Afar
ab - Abkhazian
abs - Ambonese Malay
ace - Achinese
acm - Iraqi Arabic
ady - Adyghe
ady-cyrl - Adyghe (Cyrillic script)
aeb - Tunisian Arabic
aeb-arab - Tunisian Arabic (Arabic script)
aeb-latn - Tunisian Arabic (Latin script)
af - Afrikaans
aln - Gheg Albanian
alt - Southern Altai
am - Amharic
ami - Amis
an - Aragonese
ang - Old English
ann - Obolo
anp - Angika
ar - Arabic
arc - Aramaic
arn - Mapuche
arq - Algerian Arabic
ary - Moroccan Arabic
arz - Egyptian Arabic
as - Assamese
ase - American Sign Language
ast - Asturian
atj - Atikamekw
av - Avaric
avk - Kotava
awa - Awadhi
ay - Aymara
az - Azerbaijani
azb - South Azerbaijani
ba - Bashkir
ban - Balinese
ban-bali - Balinese (Balinese script)
bar - Bavarian
bbc - Batak Toba
bbc-latn - Batak Toba (Latin script)
bcc - Southern Balochi
bci - Baoulé
bcl - Central Bikol
bdr - West Coast Bajau
be - Belarusian
be-tarask - Belarusian (Taraškievica orthography)
bew - Betawi
bg - Bulgarian
bgn - Western Balochi
bh - Bhojpuri
bho - Bhojpuri
bi - Bislama
bjn - Banjar
blk - Pa'O
bm - Bambara
bn - Bangla
bo - Tibetan
bpy - Bishnupriya
bqi - Bakhtiari
br - Breton
brh - Brahui
bs - Bosnian
btm - Batak Mandailing
bto - Iriga Bicolano
bug - Buginese
bxr - Russia Buriat
ca - Catalan
cbk-zam - Chavacano
cdo - Min Dong Chinese
ce - Chechen
ceb - Cebuano
ch - Chamorro
cho - Choctaw
chr - Cherokee
chy - Cheyenne
ckb - Central Kurdish
co - Corsican
cps - Capiznon
cpx - Pu-Xian Min
cpx-hans - Pu-Xian Min (Simplified Han script)
cpx-hant - Pu-Xian Min (Traditional Han script)
cpx-latn - Pu-Xian Min (Latin script)
cr - Cree
crh - Crimean Tatar
crh-cyrl - Crimean Tatar (Cyrillic script)
crh-latn - Crimean Tatar (Latin script)
crh-ro - Crimean Tatar (Romania)
cs - Czech
csb - Kashubian
cu - Church Slavic
cv - Chuvash
cy - Welsh
da - Danish
dag - Dagbani
de - German
de-at - Austrian German
de-ch - Swiss High German
de-formal - German (formal address)
dga - Dagaare
din - Dinka
diq - Zazaki
dsb - Lower Sorbian
dtp - Central Dusun
dty - Doteli
dv - Divehi
dz - Dzongkha
ee - Ewe
egl - Emilian
el - Greek
eml - Emiliano-Romagnolo
en - English
en-ca - Canadian English
en-gb - British English
eo - Esperanto
es - Spanish
es-419 - Latin American Spanish
es-formal - Spanish (formal address)
et - Estonian
eu - Basque
ext - Extremaduran
fa - Persian
fat - Fanti
ff - Fula
fi - Finnish
fit - Tornedalen Finnish
fj - Fijian
fo - Faroese
fon - Fon
fr - French
frc - Cajun French
frp - Arpitan
frr - Northern Frisian
fur - Friulian
fy - Western Frisian
ga - Irish
gaa - Ga
gag - Gagauz
gan - Gan Chinese
gan-hans - Gan (Simplified)
gan-hant - Gan (Traditional)
gcr - Guianan Creole
gd - Scottish Gaelic
gl - Galician
gld - Nanai
glk - Gilaki
gn - Guarani
gom - Goan Konkani
gom-deva - Goan Konkani (Devanagari script)
gom-latn - Goan Konkani (Latin script)
gor - Gorontalo
got - Gothic
gpe - Ghanaian Pidgin
grc - Ancient Greek
gsw - Alemannic
gu - Gujarati
guc - Wayuu
gur - Frafra
guw - Gun
gv - Manx
ha - Hausa
hak - Hakka Chinese
haw - Hawaiian
he - Hebrew
hi - Hindi
hif - Fiji Hindi
hif-latn - Fiji Hindi (Latin script)
hil - Hiligaynon
hno - Northern Hindko
ho - Hiri Motu
hr - Croatian
hrx - Hunsrik
hsb - Upper Sorbian
hsn - Xiang Chinese
ht - Haitian Creole
hu - Hungarian
hu-formal - Hungarian (formal address)
hy - Armenian
hyw - Western Armenian
hz - Herero
ia - Interlingua
id - Indonesian
ie - Interlingue
ig - Igbo
igl - Igala
ii - Sichuan Yi
ik - Inupiaq
ike-cans - Eastern Canadian (Aboriginal syllabics)
ike-latn - Eastern Canadian (Latin script)
ilo - Iloko
inh - Ingush
io - Ido
is - Icelandic
it - Italian
iu - Inuktitut
ja - Japanese
jam - Jamaican Creole English
jbo - Lojban
jut - Jutish
jv - Javanese
ka - Georgian
kaa - Kara-Kalpak
kab - Kabyle
kai - Karekare
kbd - Kabardian
kbd-cyrl - Kabardian (Cyrillic script)
kbp - Kabiye
kcg - Tyap
kea - Kabuverdianu
kg - Kongo
khw - Khowar
ki - Kikuyu
kiu - Kirmanjki
kj - Kuanyama
kjh - Khakas
kjp - Eastern Pwo
kk - Kazakh
kk-arab - Kazakh (Arabic script)
kk-cn - Kazakh (China)
kk-cyrl - Kazakh (Cyrillic script)
kk-kz - Kazakh (Kazakhstan)
kk-latn - Kazakh (Latin script)
kk-tr - Kazakh (Turkey)
kl - Kalaallisut
km - Khmer
kn - Kannada
ko - Korean
ko-kp - Korean (North Korea)
koi - Komi-Permyak
kr - Kanuri
krc - Karachay-Balkar
kri - Krio
krj - Kinaray-a
krl - Karelian
ks - Kashmiri
ks-arab - Kashmiri (Arabic script)
ks-deva - Kashmiri (Devanagari script)
ksh - Colognian
ksw - S'gaw Karen
ku - Kurdish
ku-arab - Kurdish (Arabic script)
ku-latn - Kurdish (Latin script)
kum - Kumyk
kus - Kʋsaal
kv - Komi
kw - Cornish
ky - Kyrgyz
la - Latin
lad - Ladino
lb - Luxembourgish
lbe - Lak
lez - Lezghian
lfn - Lingua Franca Nova
lg - Ganda
li - Limburgish
lij - Ligurian
liv - Livonian
lki - Laki
lld - Ladin
lmo - Lombard
ln - Lingala
lo - Lao
loz - Lozi
lrc - Northern Luri
lt - Lithuanian
ltg - Latgalian
lus - Mizo
luz - Southern Luri
lv - Latvian
lzh - Literary Chinese
lzz - Laz
mad - Madurese
mag - Magahi
mai - Maithili
map-bms - Basa Banyumasan
mdf - Moksha
mg - Malagasy
mh - Marshallese
mhr - Eastern Mari
mi - Māori
min - Minangkabau
mk - Macedonian
ml - Malayalam
mn - Mongolian
mnc - Manchu
mnc-latn - Manchu (Latin script)
mnc-mong - Manchu (Mongolian script)
mni - Manipuri
mnw - Mon
mo - Moldovan
mos - Mossi
mr - Marathi
mrh - Mara
mrj - Western Mari
ms - Malay
ms-arab - Malay (Jawi script)
mt - Maltese
mus - Muscogee
mwl - Mirandese
my - Burmese
myv - Erzya
mzn - Mazanderani
na - Nauru
nah - Nāhuatl
nan - Min Nan Chinese
nap - Neapolitan
nb - Norwegian Bokmål
nds - Low German
nds-nl - Low Saxon
ne - Nepali
new - Newari
ng - Ndonga
nia - Nias
niu - Niuean
nl - Dutch
nl-informal - Dutch (informal address)
nmz - Nawdm
nn - Norwegian Nynorsk
no - Norwegian
nod - Northern Thai
nog - Nogai
nov - Novial
nqo - N’Ko
nrm - Norman
nso - Northern Sotho
nv - Navajo
ny - Nyanja
nyn - Nyankole
nys - Nyungar
oc - Occitan
ojb - Northwestern Ojibwa
olo - Livvi-Karelian
om - Oromo
or - Odia
os - Ossetic
pa - Punjabi
pag - Pangasinan
pam - Pampanga
pap - Papiamento
pcd - Picard
pcm - Nigerian Pidgin
pdc - Pennsylvania German
pdt - Plautdietsch
pfl - Palatine German
pi - Pali
pih - Norfuk / Pitkern
pl - Polish
pms - Piedmontese
pnb - Western Punjabi
pnt - Pontic
prg - Prussian
ps - Pashto
pt - Portuguese
pt-br - Brazilian Portuguese
pwn - Paiwan
qqq - Message documentation
qu - Quechua
qug - Chimborazo Highland Quichua
rgn - Romagnol
rif - Riffian
rki - Arakanese
rm - Romansh
rmc - Carpathian Romani
rmy - Vlax Romani
rn - Rundi
ro - Romanian
roa-tara - Tarantino
rsk - Pannonian Rusyn
ru - Russian
rue - Rusyn
rup - Aromanian
ruq - Megleno-Romanian
ruq-cyrl - Megleno-Romanian (Cyrillic script)
ruq-latn - Megleno-Romanian (Latin script)
rw - Kinyarwanda
ryu - Okinawan
sa - Sanskrit
sah - Yakut
sat - Santali
sc - Sardinian
scn - Sicilian
sco - Scots
sd - Sindhi
sdc - Sassarese Sardinian
sdh - Southern Kurdish
se - Northern Sami
se-fi - Northern Sami (Finland)
se-no - Northern Sami (Norway)
se-se - Northern Sami (Sweden)
sei - Seri
ses - Koyraboro Senni
sg - Sango
sgs - Samogitian
sh - Serbo-Croatian
sh-cyrl - Serbo-Croatian (Cyrillic script)
sh-latn - Serbo-Croatian (Latin script)
shi - Tachelhit
shi-latn - Tachelhit (Latin script)
shi-tfng - Tachelhit (Tifinagh script)
shn - Shan
shy - Shawiya
shy-latn - Shawiya (Latin script)
si - Sinhala
simple - Simple English
sjd - Kildin Sami
sje - Pite Sami
sk - Slovak
skr - Saraiki
skr-arab - Saraiki (Arabic script)
sl - Slovenian
sli - Lower Silesian
sm - Samoan
sma - Southern Sami
smn - Inari Sami
sms - Skolt Sami
sn - Shona
so - Somali
sq - Albanian
sr - Serbian
sr-ec - Serbian (Cyrillic script)
sr-el - Serbian (Latin script)
srn - Sranan Tongo
sro - Campidanese Sardinian
ss - Swati
st - Southern Sotho
stq - Saterland Frisian
sty - Siberian Tatar
su - Sundanese
sv - Swedish
sw - Swahili
syl - Sylheti
szl - Silesian
szy - Sakizaya
ta - Tamil
tay - Tayal
tcy - Tulu
tdd - Tai Nuea
te - Telugu
tet - Tetum
tg - Tajik
tg-cyrl - Tajik (Cyrillic script)
tg-latn - Tajik (Latin script)
th - Thai
ti - Tigrinya
tk - Turkmen
tl - Tagalog
tly - Talysh
tly-cyrl - Talysh (Cyrillic script)
tn - Tswana
to - Tongan
tok - Toki Pona
tpi - Tok Pisin
tr - Turkish
tru - Turoyo
trv - Taroko
ts - Tsonga
tt - Tatar
tt-cyrl - Tatar (Cyrillic script)
tt-latn - Tatar (Latin script)
tum - Tumbuka
tw - Twi
ty - Tahitian
tyv - Tuvinian
tzm - Central Atlas Tamazight
udm - Udmurt
ug - Uyghur
ug-arab - Uyghur (Arabic script)
ug-latn - Uyghur (Latin script)
uk - Ukrainian
ur - Urdu
uz - Uzbek
uz-cyrl - Uzbek (Cyrillic script)
uz-latn - Uzbek (Latin script)
ve - Venda
vec - Venetian
vep - Veps
vi - Vietnamese
vls - West Flemish
vmf - Main-Franconian
vmw - Makhuwa
vo - Volapük
vot - Votic
vro - Võro
wa - Walloon
wal - Wolaytta
war - Waray
wls - Wallisian
wo - Wolof
wuu - Wu Chinese
wuu-hans - Wu Chinese (Simplified)
wuu-hant - Wu Chinese (Traditional)
xal - Kalmyk
xh - Xhosa
xmf - Mingrelian
xsy - Saisiyat
yi - Yiddish
yo - Yoruba
yrl - Nheengatu
yue - Cantonese
yue-hans - Cantonese (Simplified)
yue-hant - Cantonese (Traditional)
za - Zhuang
zea - Zeelandic
zgh - Standard Moroccan Tamazight
zh - Chinese
zh-cn - Chinese (China)
zh-hans - Simplified Chinese
zh-hant - Traditional Chinese
zh-hk - Chinese (Hong Kong)
zh-mo - Chinese (Macau)
zh-my - Chinese (Malaysia)
zh-sg - Chinese (Singapore)
zh-tw - Chinese (Taiwan)
zu - Zulu
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Hole
{{DISPLAYTITLE:Races}}<languages/> As well as humans, there are many other races (faction types) in Eressea. You need to choose one for your faction. Each race has advantages and disadvantages which translate into [[Special:MyLanguage/Talentmodifikatoren|bonuses and penalties]] in certain skills, and sometimes special abilities; each race has different [[Special:MyLanguage/Talentmodifikatoren|recruitment costs]]. As a general rule, a person weighs 10 weight units (WU or GE) and can carry 5.4 WU/GE. Trolls, goblins and various monsters are exceptions. At the start of the game, you must choose the race you want to play. This race is chosen when you register and cannot be changed afterwards. So think carefully before making your choice. For a quick overview, see the [[Special:MyLanguage/Talentmodifikatoren | table of racial modifiers]]. <span id="Dämonen"></span> ==Demons== Demons are cruel and unpredictable. They devour the local peasants and always surprise by acquiring new abilities or losing them. '''Attention!''' Demons are extremely unsuitable for inexperienced Eressea players! * Volatility: All skills with at least one skill level (before racial malus) have a 25% chance of shifting. The skill can lose up to 3 weeks of learning (40%), or rise up to 3 weeks of learning (60%). No skill can ever fall below level 0. * Infernal Hunger: Demons eat peasants every turn. Demons that do not receive food (not enough peasants) lose hit points and are subject to skill reduction according to the normal [[Special:MyLanguage/Hunger|starvation rule]]. * Ethereal Creature: Demons are not [[Special:MyLanguage/Ausgaben#Rekrutieren|recruited ]] from the peasant population (they aren't deducted from the peasant pool). However, the normal recruitment limits still apply for balance reasons. * Ethereal Creature: When a demon unit gives away men with <tt>[[Special:MyLanguage/GIB|GIVE 0]]</tt>, these people are not added to the peasant population in the region. * Intrinsic Disguise: Demons can [[Special:MyLanguage/TARNE|change their appearance]] to become that of any other player race. * Panic: In close combat, taking a hit from a demon causes panic in the victim. The person receives a modifier of −1 to all combat skills (not the unit). * Regeneration: Wounded demons regenerate 7,5% of their hit points per turn. <span id="Elfen"></span> ==Elves== The magical people of the faery kingdom aren't built for heavy labor, but they have a knack for nature as well as hidden things, and their archers are almost as feared as their magicians. * Green Thumb: Each elf (up to 1/8 of the [[Special:MyLanguage/Welt|region's maximum]] working population, e.g. 250 in a swamp) increases the chance of a tree (including mallorn trees) to drop a seed in a summer or autumn week. This can make quite a difference depending on the number of elves. * Forest Dwellers: In forest regions, elves have a skill bonus of +1 to stealth and perception, and +2 to tactics. * Magicians: Elf factions can have 1 additional [[Special:MyLanguage/Magie|magician]], allowing them to have a maximum of 6. * Elf magicians regenerate aura significantly faster. * Expert Archers: Elves cause 1 additional damage point when using bows. * Only elves can build [[Special:MyLanguage/Kriegstabellen#Waffeneigenschaften|elven bows]]. ==Goblins== Goblins are small and weak on their own; they prefer to rely on cunning or superior numbers. Their motto is "quantity instead of quality". * Overpowering: When their numbers are ten times those of the opponent, goblins get a +1 attack bonus. * Midget: Goblins weigh only 6 WU/GE, but they can carry only 4.4 WU/GE. * Master Thieves: Goblins with level 4 or higher in stealth will always [[Special:MyLanguage/BEKLAUE|steal]] at least 50 silver, even if they were discovered. * Unarmed Defense: Unarmed goblins do not get the usual -2 penalty on defense. * Stubborn: A wounded goblin will regenerate 10% of their hit points. <span id="Halblinge"></span> ==Halflings== Halflings are small fellows with hairy feet. They are good traders and know how to entertain the peasants. They are good builders, but prefer to leave horses and [[Special:MyLanguage/Schiff|ships]] to others. Weaponry is not one of their strengths. * Halflings who try to [[Special:MyLanguage/Krieg#Die_Flucht|flee]] in a fight have a basic chance of 50% (all other races 25%). The maximum chance for them is 90% (otherwise 75%, see <tt>[[Special:MyLanguage/KÄMPFE|COMBAT FLEE]]</tt>). * Dragonslayers: Halflings get a +5 bonus on attack and damage when fighting against [[Special:MyLanguage/Drachen|dragons]]. * Always Hungry : Halflings suffer more damage from starvation than other races (between 8 and 17 hit points (1d10+7)). <span id="Insekten"></span> ==Insects== Most insectoid warriors live in organized hives. They hate the cold and prefer the swamps and deserts of Eressea. Their hard carapace will protect them in the battlefields, their skills and discipline make them renowned teachers. '''Attention!''' Insects not very suitable for inexperienced Eressea players! * Cold Blooded: In deserts and swamps, insects get +1 on all skills they still have at least at 1, in mountains and glaciers they get -1. * Summer Creatures: Insects cannot enter glaciers and cannot be recruited there. Insects that nevertheless enter a glacier lose hit points and suffer skill halving according to the normal [[Special:MyLanguage/Hunger|starvation]] rule. * Hibernation: During the winter months of hearth fire, icewind and snowbane, insects can only recruit in deserts. However, [[Special:MyLanguage/Liste der Talente|alchemists]] can produce a [[Special:MyLanguage/Tränke|potion]] of "nest warmth" that makes recruitment in other terrains possible. * Carapace Armor: Insects are protected by their natural armor. This natural armour will be halved if the insects are wearing additional armor. (see this [[Special:MyLanguage/Kriegstabellen#Rasseneigenschaften|combat table]]). * Tacticians: Insects get a bonus on the [[Special:MyLanguage/Taktik|tactics]] skill when appearing in large numbers. An insect tactician gets (log<sub>10</sub> (amount of fighters in their army)) - 1 to their tactics skill. This can also result in a penalty if there are very few fighters! Mind that fighters in different [[Special:MyLanguage/GRUPPE|groups]] usually appear in different armies! * Nomad Traders: Insects can [[Special:MyLanguage/Geld#Handel|trade]] in deserts and swamps without needing castles. <span id="Katzen"></span> ==Cats== Known for their enhanced senses, the cat people are excellent spies and master guards. But, like elves, they do not like heavy labor. * Seven Lives: When killed, cats have a 1/7 chance of surviving. By some miracle of nature, they will also be restored to full hit points. * Silent Hunters: Cats cannot use platemail. * Evasiveness: Cats receive a +1 bonus on defense. <span id="Meermenschen"></span> ==Aquarians== Aquarians are at home in the water, but they feel uncomfortable in the mountains. They build and drive ships as easily as they were building blocks, while other tasks do not come to them so naturally. * Expert Sailors: All ships commanded by an aquarian captain belonging to an aquarian faction [[Special:MyLanguage/Reisen|move]] by 1 extra region per week. * Sea dwellers: Aquarians can issue [[Special:MyLanguage/Befehl|long orders]] while on a ship sailing on the ocean. Attention, this has some implicit consequences: for example, aquarians on a ship in an ocean region adjacent to a land region can move to the land region, see [[Special:MyLanguage/Schiffsreisen#Anschwimmen|swimming]]. * Fishermen: Up to 100 aquarians per ocean region can earn 10 silver each per turn with the <tt>[[Special:MyLanguage/ARBEITE|WORK]]</tt> order. <span id="Menschen"></span> ==Humans== Humans can do a bit of everything. They don't have any really bad skills, but they don't really excel at anything either. They can therefore make up for the weaknesses of their allies, even though they have no specialization. * Migrants: Human factions are the only ones who are allowed to have people of another race in their ranks, although mixing different races in one unit is not possible. However they cannot recruit these themselves, but must [[Special:MyLanguage/GIB|get them]] from other factions. There are no migrants with [[Special:MyLanguage/Talente|expensive skills]] like magic, alchemy, herbalism, espionage, or tactics. :The number of ''migrants'' is calculated as 20 × log<sub>10</sub> (persons in the faction ÷ 50). If you have to many migrants, for example after a battle, they are not removed, but you cannot add any more either. The maximum number of migrants is shown in your report. It is almost identical to the number of [[Special:MyLanguage/BEFÖRDERE|heroes]] for large factions. The following table has some examples. {| class='wikitable' |+ Migrants |- |people in the faction || 1 || 56 || 57 || 63 || 71 || 80 || 89 || 159 || 500 || 1000 || 5000 || 50000 || 500000 || 5000000 |- |migrants || 0 || 0 || 1 || 2 || 3 || 4 || 5 || 10 || 20 || 26 || 40 || 60 || 80 || 100 |} <span id="Orks"></span> ==Orcs== Orcs start their life as fighters, and usually end it as fighters. They intuitively know how to wield weapons. They like contacting other factions with triple superiority. * Born Fighters: All newly recruited orcs start out with a level in the melee and polearm skills. * Laziness: Orcs earn less silver than other races with the <tt>[[Special:MyLanguage/ARBEITE|WORK]]</tt> order. * Easy Recruits: For two recruited orcs only one peasant is subtracted from the peasant pool of the region. Thus you can recruit twice the recruitment limit of a region. Fractions are rounded up. * Likewise, for every two orcs given to the peasants (see the <tt>[[Special:MyLanguage/GIB|GIVE 0]]</tt> order) only one peasant is added to the peasant pool of the region (rounded down this time). * Dangerous: Unarmed orcs do not fight with a -2 penalty in close combat like other races, but with (best close combat skill - 3). They still need weapons to collect taxes. * Orcs are slow thinkers and generally learn all non-weapon skills somewhat slower than other races. <span id="Trolle"></span> ==Trolls== These walking boulders are among the strongest creatures of Eressea. They love to work with rocks, horses are afraid of them, and swimming has never been known as one of the troll's favorite pastimes. * Heavy Weights: Trolls are strong and they can lift up to 10.8 WU/GE, but they also weigh 20 WU/GE, twice as much as other races. * Foot Soldiers: While technically trolls can ride, there is no troll cavalry, and thus no bonus for riding in combat (This has no effect on the transport of goods and the movement speed of mounted trolls). * Quarrying: Only 75% of the stones [[Special:MyLanguage/Rohstoffe#Vom_Bergbau|quarried]] by trolls are subtracted from the amount of stones available in a region. This effect is cumulative with a [[Special:MyLanguage/Andere_Gebäude#Steinbruch|quarry]]. * The enemy's cavalry only gets a +1 bonus against trolls instead of the normal +2. * Horsepower: Trolls are the only race able to use carts without horses. Four trolls can pull a cart, making them less dependent on horses, but they can only move one region (without a road). This is explained with the [[Special:MyLanguage/FAHRE|RIDE]] order. * Unarmed Combat: Unarmed trolls cause 2−6 points of damage. * Regeneration: Wounded trolls regenerate at 7,5% of their hit points. <span id="Zwerge"></span> ==Dwarves== Their homes are the mountains, their weapons are famous, and their fortresses are known for their strength. However, they treat magic and horses with equal skepticism, and their sailing skills are among the worst in the world. * Efficient Miners: Dwarves are efficient miners. Fore every 5 iron mined by them, only 3 are subtracted in a region, or only 60%. This effect can be combined with that of a mine, dramatically increasing the output of a mountain. (see [[Special:MyLanguage/Andere_Gebäude#Bergwerk|here]] and [[Special:MyLanguage/Rohstoffe#Vom_Bergbau|here]]). * Mountain Dwellers: In mountains, glaciers and ice bergs, dwarves get +1 to their [[Special:MyLanguage/Taktik|tactics]] skill. * Dwarves [[Special:MyLanguage/Magie|mages]] regenerate aura much slower. {{weiter|Talentmodifikatoren|Racial skill modifiers}} [[Kategorie:Regeln{{#translation:}}]]
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