#textdomain wesnoth-help
[help]
[toplevel]
sections=introduction,gameplay,units,abilities_section,traits_section,weapon_specials,factions_section,terrains_section,addons,commands,encyclopedia
topics=about,license
[/toplevel]
[section]
id=introduction
title= _ "Introduction"
topics=..introduction,introduction_topic,about_game
[/section]
[section]
id=gameplay
title= _ "Gameplay"
topics=..gameplay,fundamentals,victory_and_defeat,recruit_and_recall,hitpoints,orbs,movement,shroud_and_fog,combat,damage_types_and_resistance,time_of_day,experience_and_advancement,healing,income_and_upkeep,wrap_up
[/section]
[section]
id=traits_section
title= _ "Traits"
topics=..traits_section,traits_fearless,traits_intelligent,traits_resilient,traits_strong,traits_quick,traits_dextrous,traits_healthy,traits_dim,traits_slow,traits_weak,traits_feral,traits_loyal,traits_undead,traits_mechanical,traits_elemental,traits_aged
# Not used since generated text was not really suitable.
#generator=traits
sort_topics=no
[/section]
[section]
id=units
title= _ "Units"
sections_generator=races
sort_topics=yes
sort_sections=yes
topics=..units,.unknown_unit
[/section]
[section]
id=abilities_section
title= _ "Abilities"
topics=..abilities_section
generator=abilities
sort_topics=generated
[/section]
[section]
id=weapon_specials
title= _ "Weapon Specials"
topics=..weapon_specials
generator=weapon_specials
sort_topics=generated
[/section]
[section]
id=factions_section
title= _ "Factions"
generator=factions
sort_topics=generated
[/section]
[section]
id=terrains_section
title= _ "Terrains"
sections_generator=terrains
topics=..terrains_section
sort_topics=generated
[/section]
[section]
id=addons
title= _ "Add-ons"
topics=..addons,using_addons,installing_addons,removing_addons
[/section]
[section]
id=commands
title= _ "Commands"
topics=..commands,general_commands,mp_commands,debug_commands
[/section]
{core/encyclopedia}
[topic]
id=..introduction
title= _ "Introduction"
generator="contents:introduction"
[/topic]
[topic]
id=..units
title= _ "Units"
text= _ "This section will list all the units you discover as you explore the world of Wesnoth. When you see a new unit during a campaign or multiplayer scenario it will be added to its race’s subsection; you can then view its page any time you wish. A unit’s page will provide a general description, its statistics, attacks, resistances, and movement and defense values.
"
generator="contents:generated"
[/topic]
[topic]
id=..abilities_section
title= _ "Abilities"
text= _ "Certain units have abilities that either directly affect other units or have an impact on how the unit interacts with other units. These abilities will be listed under this section as you encounter them. Each page will provide a description of what the ability does and which (currently discovered) units have it.
"
generator="contents:generated"
[/topic]
[topic]
id=..weapon_specials
title= _ "Weapon Specials"
text= _ "Some weapons have special features that increase the effectiveness of attacking with them. When you see a new weapon special during a campaign or multiplayer scenario it will be added to this list; you can then view its page any time you wish. Each page will provide a description of what the weapon special does and which (currently discovered) units have it.
"
generator="contents:generated"
[/topic]
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[topic]
id=.unknown_unit
title= _ "Unknown Unit"
text="
src=units/unknown-unit.png~RC(magenta>1) align=left float=yes" + _"
This unit is unknown for the moment. You must discover it in the game to be allowed to see its description."
[/topic]
[topic]
id=introduction_topic
title= _ "Overview"
text="
src=misc/logo.png align=middle box=no" + _"
text='Battle for Wesnoth' is a turn-based fantasy strategy game somewhat unusual among modern strategy games. While other games strive for complexity, text='Battle for Wesnoth' strives for simplicity of both rules and gameplay. This does not make the game simple, however — from these simple rules arise a wealth of strategy, making the game easy to learn but a challenge to master."
[/topic]
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[topic]
id=..gameplay
title= _ "Gameplay"
generator="contents:gameplay"
[/topic]
[topic]
id=fundamentals
title= _ "Fundamentals of Gameplay"
text= _ "These pages outline all you need to know to play text='Battle for Wesnoth'. They cover how to play and the basic mechanics behind the game. As you play the game, new information is added to these pages as you come across new aspects of the game. For more detailed information on special situations and exceptions, please follow the links included." + _"
To begin with, it’s best to click the text='Tutorial' button at the main menu. This will take you to the interactive tutorial, which will teach you the basics of Wesnoth. After this, it is recommended that you play the Heir to the Throne campaign first — click text='Campaign' then text='Heir to the Throne'. As text='Battle for Wesnoth' can be quite challenging, you may wish to start on easy." + "
src=help/tooltip.png align=right float=yes" +
_"While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining each item. This is especially useful when you encounter new [dst='..abilities_section' text='abilities'] for the first time."
[/topic]
[topic]
id=about_game
title= _ "About the Game"
text=_"The game takes place over a series of battles, called text='scenarios'. Each scenario pits your troops against the troops of one or more adversaries. You can play against the computer, or with friends who each take turns sitting at the computer (hotseat play). If your computer is connected to a computer network, you can also play against other people connected to that network. If your computer has a connection to the Internet, you can play against other people across the Internet." + _"
text='Campaigns' consist of multiple scenarios that follow on from each other, telling a story. In a campaign, you often need to play more carefully, preserving your best troops so that they can be used again in later scenarios in the campaign."
[/topic]
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[topic]
id=victory_and_defeat
title= _ "Victory and Defeat"
text= _ "Pay careful attention to the text='Objectives' pop-up box at the beginning of each scenario. Usually you will achieve victory by killing all enemy leaders, and only be defeated by having your leader killed. But scenarios may have other victory objectives — getting your leader to a designated point, say, or rescuing someone, or solving a puzzle, or holding out against a siege until a certain number of turns have elapsed." + _"
When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. You can now do things like changing your save options or (if you are in a multiplayer game) chatting with other players before pressing that button to advance."
[/topic]
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[topic]
id=recruit_and_recall
title= _ "Recruiting and Recalling"
text="
src=help/recruit.png align=left float=yes" + _"Each side begins with one leader in their keep. At the start of any battle, and at times during it, you will need to recruit [dst='..units' text='units'] into your army. To recruit, you must have your leader (for instance, Konrad in the text='Heir to the Throne' campaign) on the keep hex of a [dst='terrain_castle' text='castle']. Then you may recruit by either choosing text='Recruit' from the menu or right-clicking on a hex and selecting text='Recruit'. This brings up the recruit menu, which lists units available for recruitment, along with their gold cost. Click on a unit to see its statistics, then press the recruit button to recruit it." + _"
If you right-clicked on a castle hex and selected recruit, the new unit will appear in that hex. Otherwise, it will appear in a free hex near the keep. You may only recruit as many units as you have free hexes in your castle, and you cannot spend more gold than you actually have on recruiting." + _"
Recruited units come with two random [dst='..traits_section' text='traits'] which modify their statistics." + _"
In later scenarios, you may also Recall survivors from earlier battles. Recalling costs a standard 20 gold and presents you with a list of all surviving units from previous scenarios." + _"
Units not only cost gold to Recruit or Recall, they also require money to support. See [dst='income_and_upkeep' text='income and upkeep'] for more information."
[/topic]
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[topic]
id=orbs
title= _ "Orbs"
text= _ "On top of the energy bar shown next to each unit of yours is an orb. For units you control, this orb is:" + "
src=help/orb-green.png align=here" + _ " green if it hasn’t moved this turn," + "
src=help/orb-yellow.png align=here" + _ " yellow if it has moved, but could still move further or attack, or" + "
src=help/orb-black.png align=here" + _ " black if it can no longer move or attack, or the user ended the unit’s turn." + "
src=help/orb-blue.png align=here" + _ " blue if the unit is an ally you do not control." + "
src=help/orb-red.png align=here" + _ " Enemy units have a red orb on top of their energy bar."
[/topic]
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[topic]
id=hitpoints
title= _ "Hitpoints and Experience"
text= "
src=help/hpxp.png align=right float=yes" + _"Each unit has a certain number of text='hitpoints' (HP). If the hitpoints of a unit drop below 1, the unit dies. Each unit also has a certain number of text='experience points' (XP). A freshly recruited unit starts with no experience points, and gains experience by fighting enemies." +
"
" +
_"The hitpoints and experience points are both indicated in the status pane using two numbers (the current value and the maximum value the unit can have)." + "
src=help/hp-bars.png align=left float=yes" + _"The hitpoints are also indicated by an energy bar next to each unit, which is green, yellow or red. A unit with at least 1 experience point has a blue experience bar, which turns white as the unit is about to [dst='experience_and_advancement' text='advance']."
[/topic]
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[topic]
id=movement
title= _ "Movement"
text="
src=help/moving1.png align=left float=yes" + "
src=help/moving2.png align=left float=yes" + _ "Movement in text='Battle for Wesnoth' is simple. Click on the unit you wish to move to select it, then click on the hex you wish to move it to. When a unit is selected, everywhere it can move this turn will be highlighted, and all other hexes on the map are made dull. Mousing over a highlighted hex shows the defense rating the unit would have if you moved it to that hex. Mousing over a dull hex will also show the number of turns required to reach it, and clicking will cause the unit to move towards it by the fastest route over this and subsequent turns. If you don’t use up all of a unit’s movement when you first move a unit, you may move it again. This is useful when having two units switch places. Attacking with a unit will use up its movement. Ending a move in a village you don’t already own will also use up a unit’s movement, but will still allow it to attack." + _"
Each unit has a certain number of movement points which are used up when moving into a new hex, depending on the Terrain of that particular hex. For instance, grassland nearly always costs 1 movement point to enter. Exactly how many movement points are spent entering a hex depends on the unit type — in forest, elvish units only spend 1 movement point, most human and orc units spend 2, while horsemen spend 3. You can learn how many movement points a unit requires to enter a certain terrain type by right-clicking on it, selecting text='Unit Description', and then looking at text='Terrain Modifiers'." + _"
Another thing to keep in mind while moving is text='zones of control'. Each unit generates a zone of control in the hexes immediately surrounding it, and any enemy unit entering those hexes immediately ends its movement. Learning how to use zones of control to your advantage is an important part of Wesnoth, as only [dst='ability_skirmisher' text='skirmishers'] can ignore zones of control." + _"
To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were not on the map to block their progress."
[/topic]
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[topic]
id=shroud_and_fog
title= _ "Shroud and Fog of War"
text= _ "In some scenarios, parts of the map will be hidden from you. There are two mechanisms that can be used separately or together. The text='shroud' hides both the terrain and any units at a location. However, once it is cleared, you can always see that location. The text='fog of war' only hides units and ownership of villages (other than by you or your allies). The fog of war is cleared temporarily when you have units nearby, but returns when they leave. Both the shroud and the fog of war are cleared by units. Each unit clears locations adjacent to those within one turn’s move (ignoring zones of control and enemy units).
Normally you can undo a unit’s movement, as long as an event with a randomized result has not occurred, such as combat or recruitment (as most units receive random traits when recruited). Exploring hidden terrain by clearing shroud or fog will also prevent undos to a previous state. You may wish to activate text='Delay Shroud Updates' in the actions menu. This will prevent units from clearing shroud or fog until the next randomized event or a manual update via text='Update Shroud Now' (or the end of your turn) and thereby preserve your ability to undo movement."
[/topic]
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[topic]
id=combat
title= _ "Combat"
text= _ "Combat in text='Battle for Wesnoth' always takes place between units in adjacent hexes. Click on your unit, and click on the enemy you want to attack: your unit will move towards the enemy unit, and when they are next to each other, combat will begin. The attacker and defender alternate strikes until each has used their allotted number of strikes. The attacker chooses one of its weapons to attack with, and the defender retaliates with one of its attacks of the same type. There are two types of attacks: text='melee', which usually involves weapons such as swords, axes or fangs; and text='ranged', which usually involves weapons such as bows, spears and fireballs." + _"
text='Order and Number of Strikes'" + _"
The attacker gets the first strike, then the defender retaliates. Each strike either hits, doing a given amount of damage, or misses, doing no damage at all. Strikes alternate until each unit has used up all of its strikes. The number of strikes a unit has varies; for instance, an elvish fighter with a 5–4 attack may strike 4 times, each successful strike dealing 5 damage, while an orcish grunt with a 9–2 attack can only strike twice (but at 9 damage for each hit)." + _"
" + _"
Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by right-clicking a unit, selecting text='Unit Description', and then looking at text='Terrain Modifiers'. For instance, many elves have a defense rating of 70% in forest, so a unit attacking them has only a 30% chance of hitting. Conversely, the elf’s chance of hitting the attacker in return depends on what terrain the attacker is in." + _"
There are two exceptions to this rule: [dst='weaponspecial_magical' text='magical attacks'] and [dst='weaponspecial_marksman' text='marksmen']. Magical attacks always have a 70% chance to hit, regardless of terrain, and, when used offensively, marksmen always have at least a 60% chance to hit, regardless of terrain." + _"
" + _"
Each strike which hits causes a base amount of damage depending on the attack type. For instance, an elvish fighter with a 5–4 attack does 5 base damage. This is usually modified by two things: [dst='damage_types_and_resistance' text='resistance'] and [dst='time_of_day' text='time of day']. To see how base damage is modified by the circumstances, select text='Damage Calculations' in the attack selection menu." + _"
A few units have special [dst='..abilities_section' text='abilities'] which affect damage dealt in combat. The most common of these is [dst='weaponspecial_charge' text='charge'], which doubles the damage dealt by both attacker and defender when the unit with charge attacks."
[/topic]
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[topic]
id=damage_types_and_resistance
title= _ "Damage Types and Resistance"
text= _ "In Wesnoth, there are three types of damage usually associated with physical attacks: text='blade, pierce, and impact damage'. Additionally, there are three further types of damage usually associated with magical attacks: text='fire, cold, and arcane attacks'. Different units may have resistances which alter the damage which they take from certain damage types." + _"
Resistances work very simply: if a unit has 40% resistance against a damage type, then it will suffer 40% less damage when hit with that damage type. It is also possible for a unit to be vulnerable against some damage types. If a unit has −100% resistance against a damage type, it will suffer 100% more damage when hit by that type." + _"
For example, skeletons are highly resistant to blade and pierce damage, but are vulnerable to impact and fire damage, and extremely vulnerable to arcane damage." + _"
If a strike is determined to hit, it will always do at least 1 point of damage. This applies even if the defender has 100% resistance to the damage type."
[/topic]
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[topic]
id=time_of_day
title= _ "Time of Day"
text= _"The time of day affects the damage of certain units as follows:
Lawful units get +25% damage in daytime, and −25% damage at night.
Chaotic units get +25% damage at night, and −25% in daytime.
Neutral units are unaffected by the time of day.
Liminal units get −25% damage during both night and daytime." + _"
The current time of day can be observed under the minimap in the status pane. For the usual day/night cycle, morning and afternoon count as day, first and second watch count as night:
" + _"Dawn" + " to=160
src=misc/time-schedules/default/schedule-dawn.png align=here
" + _"Morning" + " to=160
src=misc/time-schedules/default/schedule-morning.png align=here
" + _"Afternoon" + " to=160
src=misc/time-schedules/default/schedule-afternoon.png align=here
" + _"Dusk" + " to=160
src=misc/time-schedules/default/schedule-dusk.png align=here
" + _"First Watch" + " to=160
src=misc/time-schedules/default/schedule-firstwatch.png align=here
" + _"Second Watch" + " to=160
src=misc/time-schedules/default/schedule-secondwatch.png align=here
" + "
src=misc/time-schedules/schedule-underground.png align=right float=yes" + _"Keep in mind that some scenarios take place underground, where it is perpetually night!"
[/topic]
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[topic]
id=experience_and_advancement
title= _ "Experience and Advancement"
text= _ "If both units survive a combat, they gain a number of experience points equal to the level of the unit they’re fighting. If a unit kills another in combat, however, it gains much more experience — 4 for a level 0 unit, 8 for level 1, 16 for level 2, 24 for level 3, and so forth." + _"
Units have a certain amount of experience required to advance (this is 20% less for units with the Intelligent trait). Once they achieve this amount, they immediately advance to the next level, healing fully in the process. In some cases, you will be given a choice of advancement options." + _"
While most units have three levels, not all do. Occasional units (such as [dst='unit_Mage' text='magi']) may have four. Once a unit has reached its maximum level, it may have an text='After Maximum Level Advancement' (AMLA) available to it. The AMLA will modify the unit each time the unit reaches the experience goal, but the unit will remain the same level. The typical AMLA effect is for the unit to raise the maximum HP by 3 and full-heal it. The first AMLA will normally be reached with 150 XP gained (120 XP for intelligent units). However, gaining an AMLA becomes progressively harder for each AMLA the unit receives, and so it is usually more useful to try to advance your lower level units."
[/topic]
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[topic]
id=healing
title= _ "Healing"
text= _ "In combat, your units will inevitably take damage. When a unit [dst='experience_and_advancement' text='advances'], it will heal fully. This can happen as you finish fighting an enemy, whether it is your turn or not. Wesnoth offers several other ways for your units to heal, all of which take place at the beginning of your turn, before you take action." + _"
text='Resting': A unit which neither moves, attacks, nor is attacked will heal 2 HP in its next turn." + _"
text='Villages': A unit which starts a turn in a village will heal 8HP." + _"
[dst='ability_regenerates' text='Regeneration']: Certain units (such as trolls) will automatically heal 8HP every turn." + _"
text='Healing units': Units with the [dst='ability_heals +4' text='Heals'] ability will heal each allied adjacent unit, usually [dst='ability_heals +4' text='4HP'] or [dst='ability_heals +8' text='8HP'] per turn, or prevent Poison from causing that unit damage." + _"
text='Curing units': Units with the [dst='ability_cures' text='cures'] ability will cure Poison in all allied adjacent units (in preference to healing, if it has that ability as well)." + _"
Resting can be combined with other forms of healing, but villages, regeneration, healing and curing cannot combine with each other: the best option will be used. Finally, units heal fully between scenarios."
[/topic]
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[topic]
id=income_and_upkeep
title= _ "Income and Upkeep"
text= _ "In Wesnoth, it is not enough simply to recruit units and fight. You must watch your gold as well, especially in campaigns, where you can carry extra gold over from one scenario to the next. There are two aspects to this; text='income' and text='upkeep'." + _"
Income is simple. You have a base income of 2 gold per turn. For every village you control, you gain one additional gold each turn. (In general this is configurable but in campaigns it is almost always one gold per village.) Thus, if you have ten villages, you would normally gain 12 gold each turn. Your upkeep costs are subtracted from this income, as detailed below." + _"
Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to its level. You can support as many levels worth of units as you have villages, without paying any upkeep. However, for each level of unit beyond the number of villages you have, you must pay one gold per turn. For example, if you have twelve level one units and ten villages, you would have to pay two gold each turn in upkeep." + _"
Upkeep costs are subtracted from your income, so in the case of twelve levels of units and ten villages, your resultant Income would be 10 gold per turn." + _"
There are two important exceptions to upkeep: units with the loyal trait and leaders never incur upkeep. Units you begin the scenario with (such as Delfador), or units who join you during a scenario (such as the horseman in the second scenario of text='Heir to the Throne') will usually have the text='loyal' trait. The unit you are playing (such as Konrad) will almost always be a leader."
[/topic]
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[topic]
id=wrap_up
title= _ "Wrap Up"
text= _ "This concludes the fundamentals of Wesnoth. You might want to read up on basic strategy, or familiarize yourself with [dst='..traits_section' text='traits'] and [dst='..abilities_section' text='abilities'], but you now know everything you need to know to play the text='Heir to the Throne' campaign. Have fun, and good luck!"
[/topic]
[topic]
id=about
title= _ "ingame_help_item^Contributors" # wmllint: no spellcheck
generator=about
[/topic]
[topic]
id=license
title= _ "License"
text="{COPYING.txt}"
[/topic]
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[topic]
id=..traits_section
title= _ "Traits"
generator="contents:traits_section"
text= _ "Most units have two traits. However, undead units are assigned the single trait text='undead', and woses do not receive any traits. Traits are modifications that change a unit’s attributes slightly. They are usually randomly assigned to a unit when it is recruited." + _"
The traits that are available to all non-undead units are [dst='traits_intelligent' text='intelligent'], [dst='traits_quick' text='quick'], [dst='traits_resilient' text='resilient'], and [dst='traits_strong' text='strong']." + _"
Other traits that may be assigned to units are [dst='traits_dextrous' text='dextrous'], [dst='traits_loyal' text='loyal'], and [dst='traits_undead' text='undead'].
"
[/topic]
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[topic]
id=traits_intelligent
title= _ "Intelligent"
text= _ "Intelligent units require 20% less experience than usual to advance." + _"
text='Intelligent' units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the text='After Maximum Level Advancement' (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
[/topic]
[topic]
id=traits_quick
title= _"Quick"
text= _"text='Quick' units have 1 extra movement point, but 5% less HP than usual." + _"
Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
[/topic]
[topic]
id=traits_resilient
title= _"Resilient"
text= _"text='Resilient' units have 4 HP plus 1 HP per level more than usual." + _"
Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
[/topic]
[topic]
id=traits_strong
title= _"Strong"
text= _"text='Strong' units do 1 more damage for every successful strike in melee combat, and have 1 more HP." + _"
While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
[/topic]
[topic]
id=traits_fearless
title= _"Fearless"
text= _"Aversion to light and dark holds no sway over these brave individuals."
[/topic]
[topic]
id=traits_feral
title= _"Feral"
text= _"Dwellings of sentient beings are not easily used for cover by feral creatures of low intelligence. As a result, text='feral' units receive a maximum of 50% defense in any land-based village regardless of base terrain."
[/topic]
[topic]
id=traits_loyal
title= _"Loyal"
text= _"text='Loyal' units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." + _"
During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
[/topic]
[topic]
id=traits_undead
title= _"trait^Undead" # wmllint: no spellcheck
text= _"text='Undead' units are immune to poison, drain, and plague." + _"
Undead units generally have undead as their only trait. Since undead units are the bodies of the dead, risen to fight again, poison has no effect upon them. This can make them invaluable in dealing with foes who use poison in conjunction with their attacks."
[/topic]
[topic]
id=traits_mechanical
title= _"trait^Mechanical" # wmllint: no spellcheck
text= _"text='Mechanical' units are immune to poison, drain, and plague." + _"
Mechanical units generally have mechanical as their only trait. Since mechanical units don’t really have life, drain, poison, and plague have no effect upon them."
[/topic]
[topic]
id=traits_elemental
title= _ "trait^Elemental"
text= _"text='Elemental' units are immune to poison, drain, and plague." + _"
Elemental units generally have elemental as their only trait. Since elemental units are energy-based beings, drain, poison, and plague have no effect upon them."
[/topic]
[topic]
id=traits_dextrous
title= _"Dextrous" # wmllint: no spellcheck
text= _"text='Dextrous' units do 1 more damage for every successful strike in ranged combat." + _"
Dextrous is a trait possessed only by elves. The elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow."
[/topic]
[topic]
id=traits_healthy
title= _"Healthy"
text= _"Renowned for their vitality, some dwarves are sturdier than others and can rest even when travelling." + _"
text='Healthy' units have 1 HP plus 1 HP per level more than usual and rest heal the usual 2 HP after each turn they did not fight. They also suffer a quarter less damage from poison."
[/topic]
[topic]
id=traits_dim
title= _"Dim"
text= _"Units with trait text='dim' suffer a 20% increase in experience required to advance." + _"
Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
[/topic]
[topic]
id=traits_slow
title= _"Slow"
text= _"text='Slow' units have −1 movement but 5% more hitpoints." + _"
Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
[/topic]
[topic]
id=traits_weak
title= _"Weak"
text= _"Units with trait text='weak' get a −1 increment in hitpoints and melee damage."
[/topic]
[topic]
id=traits_aged
title= _"trait^Aged"
text= _"Units with trait text='aged' get a −8 increment in hitpoints and a −1 increment in movement and melee damage."
[/topic]
[topic]
id=..terrains_section
title= _ "Terrains"
text= _ "Game maps feature a variety of terrains that affect both unit movement and a unit’s defensive capability in combat."
generator="contents:terrains"
[/topic]
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[topic]
id=..addons
title= _ "Add-ons"
text = _ "The degree of customization offered by the Wesnoth engine allows players to create their own game content, including new scenarios, campaigns, and much more beyond what is offered in the official content bundled with the game.
"
generator="contents:addons"
[/topic]
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[topic]
id=using_addons
title= _ "Using Add-ons"
text= _ "The game supports different types of add-on content, which are not all available in every gameplay mode." + _ "
text='Campaigns and Scenarios'" + _ "
Single-player campaigns are collections of scenarios that fit together to tell a story. Both stand-alone scenarios—if intended to be played as such—and regular campaigns are available from the text='Campaigns' menu at the title screen." + _ "
text='Multiplayer Campaigns, Scenarios, and Map Packs'" + _ "
text='Multiplayer' games can be played in fully customized, scripted scenarios or even specially designed campaigns. There are also packs providing sets of individual multiplayer scenarios." + _ "
text='Multiplayer Eras and Factions'" + _ "
For gameplay purposes, various races of creatures in the world cooperate with each other in factions. Factions are grouped in balanced sets with a common theme; for example, the main factions of Wesnoth can be found in the included Default Era.
In text='Multiplayer' mode, you can choose an era when creating a new game, and players can pick from the available factions for that era when setting up their sides and teams." + _ "
text='Multiplayer Modifications'" + _ "
Modifications are optional scenario- and era-independent scripts for text='Multiplayer' games that can alter the default ruleset in various ways. You can choose and configure modifications when creating a new game." + _ "
" + _"
Content authors can use resource packs available on the add-ons server to enrich their own content with existing assets such as images, music, and code. These are not generally intended for direct use in-game; however, other playable add-ons may depend on them and suggest or require their installation during download."
[/topic]
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[topic]
id=installing_addons
title= _ "Installing Add-ons"
text = _ "User-made add-ons can be obtained and updated through the text='Add-ons' option in the main menu. After connecting to the add-ons server (by default text='add-ons.wesnoth.org'), you will be presented with a list of add-ons available on the server for downloading.
The installation status for each add-on is shown below each entry. For add-ons that are text='upgradable' or text='outdated' on the server, their installed and published versions will be shown in the text='Version' column.
To search for add-ons by keywords, type any relevant terms in any order in the text='Filter' box, separated by spaces. You can also sort the add-on list by clicking the column headers. It is also possible to choose to only display add-ons of specific categories by clicking on the text='Options' button in the top-right corner.
To install an add-on, select it from the list and click text='OK', or simply double-click on the add-on’s title. The text='Description' button provides you with additional details about the add-on, such as its full description, installation status, and available languages."
[/topic]
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[topic]
id=removing_addons
title= _ "Removing Add-ons"
text = _ "To remove add-ons, choose text='Remove Add-ons' in the add-ons server connection dialog. You will be presented with options to remove any number of add-ons you currently have installed.
It is not possible to remove add-ons for which there is publishing information (text='.pbl' files) attached, in order to prevent its accidental loss. If necessary, you must manually delete the information files or the add-ons themselves using a file manager provided by your platform."
[/topic]
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[topic]
id=..commands
title= _ "Commands"
generator="contents:commands"
[/topic]
[topic]
id=general_commands
title= _ "General commands"
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text= _"These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line).
" + "" + _"
Clear chat messages.
" + "" + _"
Switch debug mode on (does not work in multiplayer). See [dst='debug_commands' text='debug mode commands'].
Debug mode is turned off by quitting the game or :nodebug.
" + "text=':droid [] [on|off]'" + _"
Set or toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If no second parameter is supplied, toggle bewteen human and AI. If it is ‘on’, set an AI controller. If it is ‘off’ set a human controller. Defaults to the currently active side if no parameter is supplied.
" + "" + _"
Display the controller status of a side.
" + "" + _"
Toggle the display of the current frames per second.
" + "" + _"
Switch a log domain to a different log level.
" + "" + _"
Redraws the screen and reloads any image files that have been changed.
" + "" + _"
Bring up theme selection menu.
" + "" + _"
Quit the scenario (without prompting).
" + "" + _"
Save the game (without prompting).
" + "" + _"
Save the game and quit the scenario (without prompting)."
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[/topic]
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[topic]
id=mp_commands
title= _ "Multiplayer commands"
text= _"These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line).
" + "" + _"
Ban a user in a multiplayer game by the IP address used by that username and kick him. Can be used on users not in the game but on the server. (Of course they won’t be kicked then.)
" + "" + _"
Change the controller for side (write here the number of the side) to username (write here the nickname of the player or observer). You can check what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the text='Status Table' (alt+s by default) to get there.). The host can change control of any side.
" + "" + _"
Launch a dialog to assist the host in changing the human controllers of sides.
" + "" + _"
Toggle the idle state for a side. The host may make a side idle after a network disconnection.
" + "" + _"
Kick a user in multiplayer. They will be able to rejoin the game. If you just want to change control of their side(s) use the :control command instead.
" + "text=':m or :msg or :whisper '" + _"
Send a private message to a user. When in a game, it is not possible to send private messages to players who are currently controlling a side in the same game.
" + "" + _"
Mute a specific observer. If no username is supplied the muted usernames are displayed.
" + "" + _"
Toggle muting/silencing of all observers on/off.
" + "" + _"
Unban a user in a multiplayer game by the IP address used by that username. Can be used on users not in the game but on the server.
" + "" + _"
Unmute a specific observer. If no username is supplied the list of muted observers is cleared."
[/topic]
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[topic]
id=debug_commands
title= _ "Debug mode commands"
text= _"These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line).
" + "text=':choose_level or :cl'" + _"
Brings up a menu for choosing a scenario to immediately advance to in a campaign.
" + "" + _"
Create a unit of the specified type on the selected hex.
" + "" + _"
Toggle fog/shroud for the current side.
" + "" + _"
Adds the specified amount to the current side’s gold.
" + "" + _"
Immediately advances to the next scenario in a campaign.
" + "" + _"
Manually set a gamestate variable to value.
" + "" + _"
Show a gamestate variable.
" + "" + _"
Manually fire the specified event.
" + "" + _"
Modifies the specified property of the selected unit. Example: :unit hitpoints=100
" + "" + _"
Makes the selected unit level up N times. Example: :unit advances=2"
[/topic]
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[/help]