#define SPECIAL_NOTES_SPIRIT
_" Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef

#define SPECIAL_NOTES_ARCANE
_" This unit's arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef

#define SPECIAL_NOTES_HEALS
_" This unit is capable of basic healing, though it can only delay the effects of poison, not cure them entirely."#enddef

#define SPECIAL_NOTES_CURES
_" This unit is capable of healing those around it, and curing them of poison."#enddef

#define SPECIAL_NOTES_REGENERATES
_" This unit regenerates, which allows it to heal as though always stationed in a village."#enddef

#define SPECIAL_NOTES_STEADFAST
_" The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef

#define SPECIAL_NOTES_LEADERSHIP
_" The leadership of this unit enables friendly units next to it to deal more damage in combat, though this only applies to units of lower level."#enddef

#define SPECIAL_NOTES_SKIRMISHER
_" This unit's skill at skirmishing allows it to ignore enemies' zones of control and thus move unhindered around them."#enddef

#define SPECIAL_NOTES_ILLUMINATES
_" Illumination increases the lighting level in adjacent areas."#enddef

#define SPECIAL_NOTES_TELEPORT
_" This unit can teleport between any two villages instantly, though the player must control both, and the destination village must be unoccupied."#enddef

#define SPECIAL_NOTES_AMBUSH
_" In woodlands, this unit's ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef

#define SPECIAL_NOTES_NIGHTSTALK
_" This unit is able to hide at night, leaving no trace of its presence."#enddef

#define SPECIAL_NOTES_SUBMERGE
_" This unit can move unseen in deep water, requiring no air from the surface."#enddef

#define SPECIAL_NOTES_BERSERK
_" Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef

#define SPECIAL_NOTES_BACKSTAB
_"  If someone with the same allegiance distracts an enemy, this unit may backstab, inflicting double damage, by creeping around behind that enemy."#enddef

#define SPECIAL_NOTES_PLAGUE
_" Foes who lose their life to the plague will rise again in unlife."#enddef

#define SPECIAL_NOTES_SLOW
_" This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef

#define SPECIAL_NOTES_STONE
_" The ability to turn the living to stone makes this unit extremely dangerous."#enddef

#define SPECIAL_NOTES_MARKSMAN
_" This unit's marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef

#define SPECIAL_NOTES_MAGICAL
_" The ranged attacks of this unit are magical, and always have a high chance of hitting an opponent."#enddef

#define SPECIAL_NOTES_SWARM
_" The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef

#define SPECIAL_NOTES_CHARGE
_" Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef

#define SPECIAL_NOTES_DRAIN
_" During battle, this unit can drain life from victims to renew its own health."#enddef

#define SPECIAL_NOTES_FIRSTSTRIKE
_" The length of this unit's weapon allows it to strike first in melee, even in defense."#enddef

#define SPECIAL_NOTES_POISON
_" The victims of this unit's poison will continually take damage until they can be cured in town or by a unit which cures."#enddef
