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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"><html xmlns="http://www.w3.org/1999/xhtml"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><title>Battle for Wesnoth User’s Manual</title><link rel="stylesheet" type="text/css" href="./styles/manual.css" /><meta name="generator" content="DocBook XSL Stylesheets Vsnapshot" /></head><body><div xml:lang="en-GB" class="book" lang="en-GB"><div class="titlepage"><div><div><h1 class="title"><a id="idm1"></a>Battle for Wesnoth User’s Manual</h1></div></div><hr /></div><div class="toc"><p><strong>Table of Contents</strong></p><dl class="toc"><dt><span class="preface"><a href="#_preface">Preface</a></span></dt><dt><span class="chapter"><a href="#_getting_started">1. Getting Started</a></span></dt><dd><dl><dt><span class="section"><a href="#_the_world">1.1. The World</a></span></dt><dd><dl><dt><span class="section"><a href="#_the_creatures">1.1.1. The Creatures</a></span></dt></dl></dd><dt><span class="section"><a href="#_finding_your_way">1.2. Finding Your Way</a></span></dt><dt><span class="section"><a href="#_game_modes">1.3. Game Modes</a></span></dt><dd><dl><dt><span class="section"><a href="#_campaigns">1.3.1. Campaigns</a></span></dt><dt><span class="section"><a href="#scenarios">1.3.2. Scenarios</a></span></dt><dt><span class="section"><a href="#game_screen">1.3.3. The Game Screen</a></span></dt><dt><span class="section"><a href="#_recruit_and_recall">1.3.4. Recruit and Recall</a></span></dt><dt><span class="section"><a href="#_your_army">1.3.5. Your Army</a></span></dt><dt><span class="section"><a href="#_life_and_death_experience">1.3.6. Life and Death — Experience</a></span></dt><dt><span class="section"><a href="#_victory_and_defeat">1.3.7. Victory and Defeat</a></span></dt><dt><span class="section"><a href="#_gold">1.3.8. Gold</a></span></dt><dt><span class="section"><a href="#_save_and_load">1.3.9. Save and Load</a></span></dt></dl></dd></dl></dd><dt><span class="chapter"><a href="#_playing">2. Playing</a></span></dt><dd><dl><dt><span class="section"><a href="#_controls">2.1. Controls</a></span></dt><dt><span class="section"><a href="#_gold_2">2.2. Gold</a></span></dt><dd><dl><dt><span class="section"><a href="#_recruiting_and_recalling">2.2.1. Recruiting and Recalling</a></span></dt><dt><span class="section"><a href="#_upkeep">2.2.2. Upkeep</a></span></dt><dt><span class="section"><a href="#_income">2.2.3. Income</a></span></dt></dl></dd><dt><span class="section"><a href="#_units">2.3. Units</a></span></dt><dd><dl><dt><span class="section"><a href="#_alignment">2.3.1. Alignment</a></span></dt><dt><span class="section"><a href="#traits">2.3.2. Traits</a></span></dt><dt><span class="section"><a href="#_unit_specialties">2.3.3. Unit Specialities</a></span></dt><dt><span class="section"><a href="#_abilities">2.3.4. Abilities</a></span></dt><dt><span class="section"><a href="#_experience">2.3.5. Experience</a></span></dt><dt><span class="section"><a href="#unit_recall">2.3.6. Recalling units</a></span></dt></dl></dd><dt><span class="section"><a href="#_moving">2.4. Moving</a></span></dt><dd><dl><dt><span class="section"><a href="#_zone_of_control">2.4.1. Zone of Control</a></span></dt><dt><span class="section"><a href="#orbs">2.4.2. Orbs</a></span></dt><dt><span class="section"><a href="#_ellipses_team_colors_and_hero_icons">2.4.3. Ellipses, Team Colours, and Hero Icons</a></span></dt></dl></dd><dt><span class="section"><a href="#_fighting">2.5. Fighting</a></span></dt><dd><dl><dt><span class="section"><a href="#_attack_types">2.5.1. Attack types</a></span></dt><dt><span class="section"><a href="#_resistance">2.5.2. Resistance</a></span></dt></dl></dd><dt><span class="section"><a href="#_healing">2.6. Healing</a></span></dt><dd><dl><dt><span class="section"><a href="#_regeneration">2.6.1. Regeneration</a></span></dt><dt><span class="section"><a href="#_poison">2.6.2. Poison</a></span></dt></dl></dd></dl></dd><dt><span class="chapter"><a href="#_strategy_and_tips">3. Strategy and Tips</a></span></dt><dd><dl><dt><span class="section"><a href="#basic_strategy">3.1. Basic Strategy</a></span></dt><dd><dl><dt><span class="section"><a href="#_don_8217_t_waste_units">3.1.1. Don’t waste units</a></span></dt><dt><span class="section"><a href="#_out_of_the_enemy_8217_s_reach">3.1.2. Out of the enemy’s reach</a></span></dt><dt><span class="section"><a href="#zoc">3.1.3. Shield with your zone of control (ZOC)</a></span></dt><dt><span class="section"><a href="#_maintain_a_defensive_line">3.1.4. Maintain a defensive line</a></span></dt><dt><span class="section"><a href="#_rotate_your_troops">3.1.5. Rotate your troops</a></span></dt><dt><span class="section"><a href="#_use_the_terrain">3.1.6. Use the terrain</a></span></dt><dt><span class="section"><a href="#_attacking_and_choosing_your_targets">3.1.7. Attacking and choosing your targets</a></span></dt><dt><span class="section"><a href="#_time_of_day">3.1.8. Time of Day</a></span></dt><dt><span class="section"><a href="#_experience_2">3.1.9. Experience</a></span></dt></dl></dd><dt><span class="section"><a href="#_getting_the_most_fun_out_of_the_game">3.2. Getting the Most Fun Out of the Game</a></span></dt><dd><dl><dt><span class="section"><a href="#_at_the_start_of_a_scenario">3.2.1. At the start of a scenario</a></span></dt><dt><span class="section"><a href="#_during_the_scenario">3.2.2. During the scenario</a></span></dt><dt><span class="section"><a href="#_healing_2">3.2.3. Healing</a></span></dt><dt><span class="section"><a href="#_winning_a_scenario">3.2.4. Winning a scenario</a></span></dt><dt><span class="section"><a href="#_more_general_tips">3.2.5. More general tips</a></span></dt></dl></dd></dl></dd></dl></div><div class="list-of-tables"><p><strong>List of Tables</strong></p><dl><dt>2.1. <a href="#idm261">Time of the day and damage</a></dt><dt>2.2. <a href="#idm560">Experience bonuses for killing or fighting enemies of different levels</a></dt><dt>2.3. <a href="#idm621">Orbs</a></dt></dl></div><div class="preface"><div class="titlepage"><div><div><h1 class="title"><a id="_preface"></a>Preface</h1></div></div></div><p>The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.</p><p>Build a great army, gradually training raw recruits into hardened
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veterans. In later games, recall your toughest warriors and form a deadly
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host against whom none can stand! Choose units from a large pool of
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||
specialists, and hand-pick a force with the right strengths to fight well on
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different terrains against all manner of opposition.</p><p>Wesnoth has many different sagas waiting to be played. You can battle orcs,
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||
undead, and bandits on the marches of the Kingdom of Wesnoth; fight
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alongside dragons in the lofty peaks, elves in the green reaches of the
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Aethenwood, dwarves in the great halls of Knalga, or even merfolk in the Bay
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of Pearls. You can fight to regain the throne of Wesnoth, or use your dread
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||
power over the Undead to dominate the land of mortals, or lead your glorious
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Orcish tribe to victory against the humans who dared despoil your lands.</p><p>You will be able to select from among over two hundred unit types (infantry,
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cavalry, archers, and mages are just the beginning) and fight actions
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||
ranging from small-unit ambushes to clashes of vast armies. You can also
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challenge your friends – or strangers – and fight in epic multi-player
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fantasy battles.</p><p>Battle for Wesnoth is open-source software, and a thriving community of
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||
volunteers co-operates to improve the game. You can create your own custom
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||
units, write your own scenarios, and even script full-blown
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||
campaigns. User-maintained content is available from an add-on server, and
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the very best of it is incorporated into Battle for Wesnoth’s official
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releases.</p></div><div class="chapter"><div class="titlepage"><div><div><h1 class="title"><a id="_getting_started"></a>Chapter 1. Getting Started</h1></div></div></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_the_world"></a>1.1. The World</h2></div></div></div><p>The known portion of the Great Continent, on which Wesnoth abides, is
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generally divided into three areas: the Northlands, which are generally
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lawless; the kingdom of Wesnoth and its occasional principality, Elensefar;
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and the domain of the South-West Elves in the Aethenwood and beyond.</p><p>The Kingdom of Wesnoth lies in the centre of this land. Its borders are the
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Great River to the north, the Dulatus Hills in the east and south, the edge
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of the Aethenwood to the south-west, and the Ocean to the west. Elensefar, a
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once-province of Wesnoth, is bordered by the Great River to the north, a
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loosely defined line with Wesnoth to the east, the Bay of Pearls to the
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south, and the ocean to the west.</p><p>The Northlands is the wild country north of the Great River. Various groups
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of orcs, dwarves, barbarians and elves populate the region. To the north
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and east lies the forest of Lintanir, where the great kingdom of the
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North-Elves keeps to its own mysterious affairs.</p><p>Over the land are scattered villages where you can heal your troops and
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gather the income required to support your army. You will also have to cross
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mountains and rivers, push through forests, hills and tundra, and cross open
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grassland. In each of these areas different creatures have adapted to live
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there and can travel more easily and fight better when they are in familiar
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terrain.</p><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_the_creatures"></a>1.1.1. The Creatures</h3></div></div></div><p>In the world of Wesnoth there dwell humans, elves, dwarves, orcs, drakes,
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saurians, mermen, nagas, and many other races yet more obscure and
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wondrous. In accursed lands walk undead and ghosts and spectres; monsters
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||
lurk in its ruins and dungeons. Each has adapted to particular
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terrains. Humans inhabit primarily the temperate grasslands. In the hills,
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mountains and underground caves orcs and dwarves are most at home. In the
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||
forests the elves reign supreme. In the oceans and rivers mermen and nagas
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||
dominate.</p><p>For game purposes, the races group into factions; for example, orcs often
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||
co-operate with trolls, and elves or dwarves with humans. Some other
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factions reflect divisions within human
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society — loyalists vs. outlaws, for example. In most
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||
campaigns, you will control units drawn from a single faction. But sometimes
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factions make alliances with others, so you may face more than one faction
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in a scenario.</p></div></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_finding_your_way"></a>1.2. Finding Your Way</h2></div></div></div><p>When Wesnoth first starts it displays an initial background and a column of
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||
buttons called the Main Menu. The buttons only work with a mouse. For the
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impatient, we recommend you: click the "Language" button to set your
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language; then click the "Tutorial" button to run the tutorial; and then
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play the campaign, "A Tale of Two Brothers" by clicking the "Campaign"
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button and selecting it from the list provided.</p><p><span class="inlinemediaobject"><img src="images/main-menu-1.13.11+dev.jpg" alt="Main Menu" /></span></p><div class="variablelist"><dl class="variablelist"><dt><span class="term">
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||
Tutorial
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||
</span></dt><dd>
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||
The tutorial is a real, but basic, game which teaches you some of the basic
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||
controls needed to play the game. Winning or losing is not important here,
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||
but learning what to do is. Click the Tutorial button to play. In the
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||
Tutorial you are in the role of the prince Konrad or the princess
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Li’sar, learning from the Elder Mage Delfador — pay attention or he
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might turn you into a newt.
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||
</dd><dt><span class="term">
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Campaign
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||
</span></dt><dd>
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Wesnoth was primarily designed to play campaigns. Campaigns are a series of
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||
connected scenarios. Click this button to start a new campaign. You will be
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||
presented with a list of campaigns available on your computer (more can be
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||
downloaded if you wish). Select your campaign and click OK to start or
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||
Cancel to quit. Each campaign has a difficulty level: easy, medium (normal),
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||
and hard. We recommend medium as this level is challenging, but not
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||
difficult. You may not change the difficulty during the campaign. In case
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||
you have serious problems fighting your way through easy difficulty, the
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||
guide about <a class="link" href="#basic_strategy" title="3.1. Basic Strategy">Basic Strategy</a> will surely
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help you. Once you have selected the difficulty, you will start with the
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||
first scenario of the campaign.
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||
</dd><dt><span class="term">
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Multiplayer
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</span></dt><dd>
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||
Click this button to play single scenarios against one or more
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||
opponents. You can play the games over the internet or at your computer,
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||
against computer or human opponents. When you select this button a dialogue
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||
will appear and allow you to choose how you want to play the scenario. To
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||
learn more, see <a class="link" href="#scenarios" title="1.3.2. Scenarios">scenarios</a>.
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||
</dd><dt><span class="term">
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Load
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</span></dt><dd>
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Click this button to load a previously saved game. You will be shown a
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||
dialogue listing saved games. Select the game and click Ok to load and
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||
continue, or Cancel to return to the Main Menu. If you select a replay game,
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||
you can check the "Show replay" check box. The loaded game will make all the
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||
moves from the beginning while you watch.
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||
</dd><dt><span class="term">
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Add-ons
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||
</span></dt><dd>
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Click this button to enter the content server where a whole lot of content
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||
created by normal users is hosted. Among the things available there are many
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||
campaigns, multiplayer eras (defining factions for multiplayer games) and
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multiplayer maps. With the "Remove Add-ons" button you can remove them again
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once you do not want them any more.
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</dd><dt><span class="term">
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Map Editor
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</span></dt><dd>
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Click this button to start the Map Editor where you can create custom maps
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||
for multiplayer games or for building your own campaign upon.
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||
</dd><dt><span class="term">
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Language
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||
</span></dt><dd>
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||
Click this button, select your language, and click OK to use it, or Cancel
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||
to continue with the current language. The first time Wesnoth starts it is
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||
set to English by default, or your system locale if that can be determined,
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||
but once you change it, it will start in that language.
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||
</dd><dt><span class="term">
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Preferences
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||
</span></dt><dd>
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Click here to change default settings.
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||
</dd><dt><span class="term">
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||
Credits
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||
</span></dt><dd>
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||
Click this button for a list of major Wesnoth contributors. You will often
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||
be able to reach them in real time at irc.libera.chat:6667 on #wesnoth or at
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||
<a class="ulink" href="https://discord.gg/battleforwesnoth" target="_top">https://discord.gg/battleforwesnoth</a>
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||
</dd><dt><span class="term">
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Quit
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||
</span></dt><dd>
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Click this button to close Wesnoth.
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</dd><dt><span class="term">
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||
Help
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||
</span></dt><dd>
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Click this button to open the integrated in game Help System. It will
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||
provide you with information about units and all other gameplay relevant
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things of the game. Most of those things are mentioned in this manual.
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</dd><dt><span class="term">
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||
Next
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||
</span></dt><dd>
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Click this button to read the next little tip from the "Tome of Wesnoth".
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||
</dd><dt><span class="term">
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||
Previous
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||
</span></dt><dd>
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||
Click this button to read the previous little tip from the "Tome of
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||
Wesnoth".
|
||
</dd><dt><span class="term">
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||
i
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||
</span></dt><dd>
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||
Click this button to view game version and technical information. It may be
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||
useful when troubleshooting issues.
|
||
</dd></dl></div></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_game_modes"></a>1.3. Game Modes</h2></div></div></div><p>There are two basic ways to play Battle for Wesnoth:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
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||
Play a sequence of connected scenarios, known as a campaign, against the
|
||
computer.
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||
</li><li class="listitem">
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||
Play a single scenario against computer or human opponents.
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||
</li></ul></div><p>There are also campaigns that can be played in multiplayer.</p><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_campaigns"></a>1.3.1. Campaigns</h3></div></div></div><p>Campaigns are sequences of battles with a connecting storyline. Typical
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||
campaigns have about 10–20 scenarios. The main advantage with campaigns is
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||
that they allow you to develop your army. As you complete each scenario, the
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||
remaining units at the end are saved for you to use in the next scenario. If
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||
you choose not to use a unit at all during a scenario it is carried over to
|
||
the next, so you don’t lose units you don’t use.</p><p>The campaign is the primary form in which Wesnoth is intended to be played,
|
||
is probably the most enjoyable, and is the recommended way for new players
|
||
to learn the game.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="scenarios"></a>1.3.2. Scenarios</h3></div></div></div><p>A single scenario takes about 30 minutes to 2 hours to complete. This is the
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||
fastest way to play, but your units are not saved and you cannot use
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||
campaign units. You can play scenarios against the computer or against other
|
||
players either over the internet or at your computer. Scenarios are accessed
|
||
through the "Multiplayer" button on the main menu.</p><p>In general multiplayer games are played against other players via the
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||
Internet (you can also run them on your LAN if you have one). All these
|
||
games are co-ordinated through the Wesnoth multiplayer server. Multiplayer
|
||
games can take anywhere from 1 hour to 10 hours, depending on how many
|
||
players there are (and the size of the map). The average time is between 3
|
||
to 7 hours. Games can be saved and loaded as many times as you like. So,
|
||
it’s possible for some games to last 1 or 2 weeks, even though the
|
||
play time is only a few hours. When playing just a single scenario, your
|
||
units won’t carry to future games and building up your army’s
|
||
strength is possible only within the scenario.</p><p>There are several possible options you are provided with when clicking on
|
||
the "Multiplayer" button:</p><p><span class="inlinemediaobject"><img src="images/multiplayer-1.13.11+dev.png" alt="Multiplayer dialogue" /></span></p><div class="section"><div class="titlepage"><div><div><h4 class="title"><a id="_login"></a>Login</h4></div></div></div><p>This will be your name on the multiplayer server. If you have an account on
|
||
the <a class="ulink" href="https://forums.wesnoth.org/" target="_top">Wesnoth forums</a>, you may
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||
use the same user name and password for joining the official server. A
|
||
password box will pop up if a password is required for the current user
|
||
name. You cannot use a registered name without the password.</p></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a id="_join_official_server"></a>Join official Server</h4></div></div></div><p>This option directly connects you to the official server. You will end in
|
||
the lobby where you can create your games as you wish and where many games
|
||
are already open and maybe some players already waiting to join in a new
|
||
match.</p></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a id="_connect_to_server"></a>Connect to Server</h4></div></div></div><p>This option opens a dialogue box allowing you to enter the address of the
|
||
machine to join. In this dialogue there also is the button "View List" that
|
||
does show a list of official servers that can be used as backup if the main
|
||
server is currently not available.</p><p>A complete list of official and user set-up servers is listed at this
|
||
website: <a class="ulink" href="https://wiki.wesnoth.org/MultiplayerServers" target="_top">Multiplayer
|
||
servers</a>.</p><p>You can also reach servers hosted by any other player with this menu
|
||
option. So if you got a server running in your local network, just enter the
|
||
address and port number (default: 15000). If you for example want to connect
|
||
to a server running on the machine with the address 192.168.0.10 and the
|
||
default port, you would enter this in the dialogue: 192.168.0.10:15000</p></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a id="_host_networked_game"></a>Host Networked Game</h4></div></div></div><p>To start a multiplayer game without using an external multiplayer server a
|
||
local server, which is usually named <span style="color: red"><span><span style="color: red"><em>wesnothd</em></span></span></span>, is needed. The server is
|
||
automatically started in the background when selecting this option. It will
|
||
be stopped once all players have left the server. Other players need to be
|
||
able to connect to your port 15000 using TCP to play with you on your
|
||
server. If you are behind a firewall, you will probably need to change your
|
||
firewall settings to allow incoming connections to port 15000, and tell your
|
||
firewall to forward such traffic to the machine hosting the game. You should
|
||
not need to make firewall changes to join games hosted on a public server or
|
||
by someone else.</p></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a id="_local_game"></a>Local Game</h4></div></div></div><p>This creates a game just running on your computer. You can either use it as
|
||
hot seat game where everyone plays at the same computers by taking turns in
|
||
the <span class="emphasis"><em>hot seat</em></span>. Hot seat games will take about the same
|
||
time to play as games played over the Internet. Or you can just play a
|
||
scenario against AI opponents rather than human players. This can be a good
|
||
way to become familiar with the various maps that are used for multiplayer
|
||
games before playing against real opponents. It can also be used as a simple
|
||
way to explore the capabilities of units from the different factions by
|
||
choosing which faction you will play and which faction your opponents are in
|
||
these games. Of course, you can also mix both in one game. That is, play
|
||
together in a game with a friend against an AI opponent.</p></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="game_screen"></a>1.3.3. The Game Screen</h3></div></div></div><p><span class="inlinemediaobject"><img src="images/game-screen-1.13.11+dev.jpg" alt="Game Screen" /></span></p><p>Regardless of whether you are playing a scenario or a campaign, the basic
|
||
layout of the game screen is the same. The majority of the screen is filled
|
||
with a map which shows all of the action that takes place in the
|
||
game. Around the map are various elements which provide useful information
|
||
about the game and are described in more detail below.</p><p><span class="inlinemediaobject"><img src="images/top_pane-1.13.11+dev.png" alt="Top Panel" /></span></p><p>Across the top of the screen from left to right are the following items:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem">
|
||
Menu button
|
||
</li><li class="listitem">
|
||
Actions button
|
||
</li><li class="listitem">
|
||
Turn counter (current turn/maximum number of turns)
|
||
</li><li class="listitem">
|
||
Your gold
|
||
</li><li class="listitem">
|
||
Villages (your villages/total number of villages)
|
||
</li><li class="listitem">
|
||
Your total units
|
||
</li><li class="listitem">
|
||
Your upkeep
|
||
</li><li class="listitem">
|
||
Your income
|
||
</li><li class="listitem">
|
||
Current time or time left (in timed multiplayer games)
|
||
</li></ol></div><p><span class="inlinemediaobject"><img src="images/right_pane-1.13.11+dev.png" alt="Right Panel" /></span></p><p>Down the right of the screen from top to bottom are:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem">
|
||
Full map, scaled
|
||
</li><li class="listitem">
|
||
Current hex position (x-co-ordinate, y-co-ordinate), defence and movement of
|
||
the currently selected unit on the marked hex
|
||
</li><li class="listitem">
|
||
Current hex type
|
||
</li><li class="listitem">
|
||
Time of day indicator
|
||
</li><li class="listitem">
|
||
Unit profile for last selected unit
|
||
</li><li class="listitem">
|
||
End Turn button
|
||
</li></ol></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_recruit_and_recall"></a>1.3.4. Recruit and Recall</h3></div></div></div><p>When you first start a scenario or campaign you will only have a few units
|
||
on the map. One of these will be your commander (identified by a little
|
||
golden crown icon). Your commander is usually placed in a castle on a
|
||
special hex called a keep. Whenever your commander is on a keep (not only
|
||
your own, but also the keep of any enemy castles you capture) and you have
|
||
enough gold, you can recruit units for your army. In later scenarios you can
|
||
recall experienced units that survived earlier scenarios. From here, you can
|
||
start to build your army to conquer the enemy.</p><p>The first thing you will probably want to do is recruit your first
|
||
unit. Press <code class="literal">Ctrl+r</code> (or right click on an empty castle hex
|
||
and select "Recruit") and you will be able to recruit a unit from a list of
|
||
all the units available to you. Each recruit is placed on an empty castle
|
||
hex. Once you have filled the castle, you cannot recruit any more until
|
||
units move off. Your opponent’s commander is similarly placed on its
|
||
castle keep and will begin by recruiting its troops — so
|
||
don’t dilly-dally looking at the scenery, there’s a battle to be
|
||
won.</p><p>At the end of each successful scenario, all your remaining troops are
|
||
automatically saved. At the start of the next scenario you may recall them
|
||
in a similar way to recruiting. Recalled troops are often more experienced
|
||
than recruits and usually a better choice.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_your_army"></a>1.3.5. Your Army</h3></div></div></div><p>All game types use the same soldiers, called units. Each unit is identified
|
||
by Race, Level, and Class. Each unit has strengths and weaknesses, based on
|
||
their Resistances, current Terrain, and Level. Full details are in the in
|
||
game help.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_life_and_death_experience"></a>1.3.6. Life and Death — Experience</h3></div></div></div><p>As your troops gain battle experience, they will learn more skills and
|
||
become stronger. They will also die in battle, so you’ll need to
|
||
recruit and recall more when that happens. But choose wisely, for each has
|
||
strengths and weaknesses a cunning opponent will quickly exploit.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_victory_and_defeat"></a>1.3.7. Victory and Defeat</h3></div></div></div><p>Pay careful attention to the 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.</p><p>When you win a scenario, the map will grey over and the <span class="emphasis"><em>End
|
||
Turn</em></span> button will change to <span class="emphasis"><em>End Scenario</em></span>. 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.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_gold"></a>1.3.8. Gold</h3></div></div></div><p>Your army does not fight for free. It costs you gold to recruit units and
|
||
gold to maintain them. You start each scenario with gold carried over from
|
||
previous scenarios (although each scenario ensures you have at least a
|
||
minimum amount of gold to start if you didn’t carry over enough from
|
||
previous scenarios) and can gain more by meeting scenario objectives quickly
|
||
and, during a scenario, by controlling villages. Each village you control
|
||
will give you two gold pieces income per turn. When you first start a
|
||
scenario it is usually worthwhile to gain control of as many villages as you
|
||
can to ensure you have sufficient income to wage war. You can see your
|
||
current gold and current income at the top of the screen as described in the
|
||
section on the <a class="link" href="#game_screen" title="1.3.3. The Game Screen">game screen</a>.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_save_and_load"></a>1.3.9. Save and Load</h3></div></div></div><p>At the start of each scenario, your game state is normally saved. If you are
|
||
defeated, you may load it and try again. Once you have succeeded, you will
|
||
again be asked to save the next scenario and play that. If you have to stop
|
||
playing during a scenario, you can save your turn and load it again
|
||
later. Just remember, a good Battle for Wesnoth player never needs to save
|
||
during a scenario. However, most beginners tend to do so rather often.</p></div></div></div><div class="chapter"><div class="titlepage"><div><div><h1 class="title"><a id="_playing"></a>Chapter 2. Playing</h1></div></div></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_controls"></a>2.1. Controls</h2></div></div></div><p>To view and change the hot-key settings open the Preferences menu and choose
|
||
the Hot-keys tab.</p></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_gold_2"></a>2.2. Gold</h2></div></div></div><p>Each side is given some amount of gold to begin with, and receives 2 gold
|
||
pieces per turn, plus 2 more gold pieces for every village that side
|
||
controls. In a campaign, starting gold is a minimum amount defined by the
|
||
scenario, which is typically lower as the difficulty level increases. In
|
||
addition, you often get a percentage of gold to carry over from the last
|
||
scenario played. The exact percentage depends on the scenario and is usually
|
||
displayed as part of the scenario objectives.</p><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_recruiting_and_recalling"></a>2.2.1. Recruiting and Recalling</h3></div></div></div><p><span class="inlinemediaobject"><img src="images/recruit-1.13.11+dev.png" alt="Recruit dialogue" /></span></p><p>The major use for gold is to build your army by recruiting new units or
|
||
recalling units from previous scenarios in a campaign. Units may be
|
||
recruited or recalled when the leader is on a keep whose castle has at least
|
||
one vacant castle hex.</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
|
||
Right-click in an empty castle hex and select Recruit to recruit new units
|
||
from the list that is presented. The cost to Recruit depends on the unit,
|
||
but is usually between 10 and 20 gold.
|
||
</li><li class="listitem">
|
||
Right-click in an empty castle hex and select Recall to recall units from
|
||
previous scenarios. Recalling costs 20 pieces of gold per unit. See <a class="link" href="#unit_recall" title="2.3.6. Recalling units">recalling units</a> for more information.
|
||
</li></ul></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_upkeep"></a>2.2.2. Upkeep</h3></div></div></div><p>Each unit also has an upkeep cost. The upkeep cost is generally equal to the
|
||
level of the unit, unless the unit has the "Loyal" trait (<a class="link" href="#traits" title="2.3.2. Traits">see below</a>). Units that are not initially recruited —
|
||
i.e. the leader or those that join voluntarily — usually have the Loyal
|
||
trait. Upkeep is only paid if the total upkeep of a side’s units is
|
||
greater than the number of villages that side controls. Upkeep paid is the
|
||
difference between the number of villages and the upkeep cost.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_income"></a>2.2.3. Income</h3></div></div></div><p>So, the formula for determining the income per turn is</p><pre class="literallayout">2 + villages − maximum(0, upkeep − villages)</pre><p>where upkeep is equal to the sum of the levels of all your non-loyal units.</p><p>If the upkeep cost is greater than the number of villages+2 then the side
|
||
starts losing gold, if it is equal, no income is gained or lost.</p></div></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_units"></a>2.3. Units</h2></div></div></div><p>Battle for Wesnoth has hundreds of unit types which are characterized by a
|
||
rich set of statistics. In addition, individual units can have specific
|
||
<a class="link" href="#traits" title="2.3.2. Traits">traits</a> that make them subtly different from
|
||
other units of the same type. Finally, campaign designers can add unique
|
||
units to their campaigns to further expand the options available to players.</p><p>The basic statistics for a unit include its hit points (HP), the number of
|
||
movement points it has, and the weapons it can use and the damage they
|
||
do. In addition, units have other characteristics, such as alignment and
|
||
special abilities, that are described in more detail below.</p><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_alignment"></a>2.3.1. Alignment</h3></div></div></div><p>Every unit has an alignment: lawful, neutral, chaotic, or liminal. Alignment
|
||
affects how units perform at different times of day. Neutral units are
|
||
unaffected by the time of day. Lawful units do more damage during the day
|
||
and less at night. Chaotic units do more damage at night and less during the
|
||
day. Liminal units do less damage during both night and daytime.</p><p>The two "day" and "night" phases are differentiated as Morning, Afternoon
|
||
and First Watch, Second Watch, by the positions of the sun and moon in the
|
||
time of day graphic.</p><p>The following table shows the effects of different times of the day on the
|
||
damage dealt by lawful, chaotic, and liminal units:</p><div class="table"><a id="idm261"></a><p class="title"><strong>Table 2.1. Time of the day and damage</strong></p><div class="table-contents"><table class="table" summary="Time of the day and damage" cellpadding="4px" style="border-collapse: collapse;border-top: 3px solid #527bbd; border-bottom: 3px solid #527bbd; "><colgroup><col align="left" /><col align="left" /><col align="left" /><col align="left" /><col align="left" /><col align="left" /></colgroup><thead><tr><th style="" align="left">
|
||
Turn
|
||
</th><th style="" align="left">
|
||
Image
|
||
</th><th style="" align="left">
|
||
Day-phase
|
||
</th><th style="" align="left">
|
||
Lawful
|
||
</th><th style="" align="left">
|
||
Chaotic
|
||
</th><th style="" align="left">
|
||
Liminal
|
||
</th></tr></thead><tbody><tr><td style="" align="left">
|
||
1
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-dawn.png" alt="images/schedule-dawn.png" /></span>
|
||
</td><td style="" align="left">
|
||
Dawn
|
||
</td><td style="" align="left">
|
||
--
|
||
</td><td style="" align="left">
|
||
--
|
||
</td><td style="" align="left">
|
||
--
|
||
</td></tr><tr><td style="" align="left">
|
||
2
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-morning.png" alt="images/schedule-morning.png" /></span>
|
||
</td><td style="" align="left">
|
||
Day (morning)
|
||
</td><td style="" align="left">
|
||
+25%
|
||
</td><td style="" align="left">
|
||
−25%
|
||
</td><td style="" align="left">
|
||
−25%
|
||
</td></tr><tr><td style="" align="left">
|
||
3
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-afternoon.png" alt="images/schedule-afternoon.png" /></span>
|
||
</td><td style="" align="left">
|
||
Day (afternoon)
|
||
</td><td style="" align="left">
|
||
+25%
|
||
</td><td style="" align="left">
|
||
−25%
|
||
</td><td style="" align="left">
|
||
−25%
|
||
</td></tr><tr><td style="" align="left">
|
||
4
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-dusk.png" alt="images/schedule-dusk.png" /></span>
|
||
</td><td style="" align="left">
|
||
Dusk
|
||
</td><td style="" align="left">
|
||
--
|
||
</td><td style="" align="left">
|
||
--
|
||
</td><td style="" align="left">
|
||
--
|
||
</td></tr><tr><td style="" align="left">
|
||
5
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-firstwatch.png" alt="images/schedule-firstwatch.png" /></span>
|
||
</td><td style="" align="left">
|
||
Night (first watch)
|
||
</td><td style="" align="left">
|
||
−25%
|
||
</td><td style="" align="left">
|
||
+25%
|
||
</td><td style="" align="left">
|
||
−25%
|
||
</td></tr><tr><td style="" align="left">
|
||
6
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-secondwatch.png" alt="images/schedule-secondwatch.png" /></span>
|
||
</td><td style="" align="left">
|
||
Night (second watch)
|
||
</td><td style="" align="left">
|
||
−25%
|
||
</td><td style="" align="left">
|
||
+25%
|
||
</td><td style="" align="left">
|
||
−25%
|
||
</td></tr><tr><td style="" align="left">
|
||
Special
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/schedule-underground.png" alt="images/schedule-underground.png" /></span>
|
||
</td><td style="" align="left">
|
||
Underground
|
||
</td><td style="" align="left">
|
||
−25%
|
||
</td><td style="" align="left">
|
||
+25%
|
||
</td><td style="" align="left">
|
||
−25%
|
||
</td></tr></tbody></table></div></div><br class="table-break" /><p>Keep in mind that some scenarios take place underground, where it is
|
||
perpetually night!</p><p>For example: consider a fight between a Lawful and a Chaotic unit when both
|
||
have a base damage of 12. At dawn and dusk, both will do 12 points of damage
|
||
if they hit. During Morning or Afternoon, the Lawful unit will do
|
||
(<code class="literal">12 \* 1.25</code>) or 15 points, while the Chaotic unit will do
|
||
(<code class="literal">12 \* 0.75</code>) or 9 points. During First or Second Watch,
|
||
the Lawful unit would do 9 points compared to the Chaotic unit’s 15.</p><p>If an equivalent Neutral unit were fighting, it would always do 12 points of
|
||
damage regardless of the hour.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="traits"></a>2.3.2. Traits</h3></div></div></div><p>Units have traits which reflect aspects of their character. Traits are
|
||
assigned randomly to units when they are created. Most units receive two
|
||
traits.</p><p>The possible traits for most units are as follows:</p><div class="variablelist"><dl class="variablelist"><dt><span class="term">
|
||
Intelligent
|
||
</span></dt><dd>
|
||
Intelligent units require 20% less experience than usual to advance (Trolls
|
||
do not get this trait). 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 After Maximum Level
|
||
Advancement (AMLA) is not as significant a change as advancing a level. If
|
||
you have many <span class="emphasis"><em>maximum level</em></span> units you may wish to
|
||
recall units with more useful traits.
|
||
</dd><dt><span class="term">
|
||
Quick
|
||
</span></dt><dd>
|
||
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.
|
||
</dd><dt><span class="term">
|
||
Resilient
|
||
</span></dt><dd>
|
||
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 hit-points, good defence, or high
|
||
resistances. Resilient units are especially useful for holding strategic
|
||
positions against opponents.
|
||
</dd><dt><span class="term">
|
||
Strong
|
||
</span></dt><dd>
|
||
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.
|
||
</dd></dl></div><p>There are also some traits that are assigned only for certain units or only
|
||
for units of a certain race. These are:</p><div class="variablelist"><dl class="variablelist"><dt><span class="term">
|
||
Dexterous
|
||
</span></dt><dd>
|
||
Dexterous units do 1 more damage for every successful strike in ranged
|
||
combat. Dexterous 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.
|
||
</dd><dt><span class="term">
|
||
Fearless
|
||
</span></dt><dd>
|
||
Does not suffer from a negative attack bonus during its unfavourable time of
|
||
day (Heavy Infantry, Necrophage, Trolls, Walking Corpses).
|
||
</dd><dt><span class="term">
|
||
Feral
|
||
</span></dt><dd>
|
||
Units with the Feral trait only receive 50% defence in villages regardless
|
||
of the base terrain the village is on (Bats, Falcons).
|
||
</dd><dt><span class="term">
|
||
Healthy
|
||
</span></dt><dd>
|
||
Renowned for their vitality, some dwarves are sturdier than others and can
|
||
rest heal even when travelling or fighting. Healthy units have 1 HP plus 1
|
||
HP per level more than usual and rest heal the usual 2 HP after each turn
|
||
regardless.
|
||
</dd></dl></div><p>There are also some traits that are not assigned randomly. These traits can
|
||
either be assigned by the scenario designer or are always assigned based on
|
||
the unit type:</p><div class="variablelist"><dl class="variablelist"><dt><span class="term">
|
||
Aged
|
||
</span></dt><dd>
|
||
The oldest units may have the Aged trait, receiving an 8 points HP decrease
|
||
and having -1 movement and melee damage.
|
||
</dd><dt><span class="term">
|
||
Dim
|
||
</span></dt><dd>
|
||
Units with the Dim trait require 20% more experience to advance.
|
||
</dd><dt><span class="term">
|
||
Elemental
|
||
</span></dt><dd>
|
||
Elemental units aren’t alive and thus are immune to poison, and drain
|
||
and plague don’t work on them. Elemental units generally have
|
||
<span class="emphasis"><em>Elemental</em></span> as their only trait.
|
||
</dd><dt><span class="term">
|
||
Loyal
|
||
</span></dt><dd>
|
||
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.
|
||
</dd><dt><span class="term">
|
||
Mechanical
|
||
</span></dt><dd>
|
||
Mechanical units aren’t alive and thus are immune to poison, and drain
|
||
and plague don’t work on them. Mechanical units generally have
|
||
<span class="emphasis"><em>Mechanical</em></span> as their only trait.
|
||
</dd><dt><span class="term">
|
||
Slow
|
||
</span></dt><dd>
|
||
Large, unwieldy units with the Slow trait have -1 movement and 5% more
|
||
hit-points.
|
||
</dd><dt><span class="term">
|
||
Undead
|
||
</span></dt><dd>
|
||
Undead units are immune to poison, also drain and plague doesn’t work
|
||
on them. Undead units generally have <span class="emphasis"><em>Undead</em></span> 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.
|
||
</dd><dt><span class="term">
|
||
Weak
|
||
</span></dt><dd>
|
||
Units may have the Weak trait, receiving a -1 increment in hit-points and
|
||
melee damage.
|
||
</dd></dl></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_unit_specialties"></a>2.3.3. Unit Specialities</h3></div></div></div><p>Certain units have special attacks. These are listed below:</p><div class="variablelist"><dl class="variablelist"><dt><span class="term">
|
||
Backstab
|
||
</span></dt><dd>
|
||
When used offensively, this attack deals double damage if there is an enemy
|
||
of the target on the opposite side of the target, and that unit is not
|
||
incapacitated (e.g. petrified).
|
||
</dd><dt><span class="term">
|
||
Berserk
|
||
</span></dt><dd>
|
||
Whether used offensively or defensively, this attack presses the engagement
|
||
until one of the combatants is slain, or 30 rounds of attacks have occurred.
|
||
</dd><dt><span class="term">
|
||
Charge
|
||
</span></dt><dd>
|
||
When used offensively, this attack deals double damage to the target. It
|
||
also causes this unit to take double damage from the target’s
|
||
counter-attack.
|
||
</dd><dt><span class="term">
|
||
Drain
|
||
</span></dt><dd>
|
||
This unit drains health from living units, healing itself for half the
|
||
amount of damage it deals (rounded down).
|
||
</dd><dt><span class="term">
|
||
First Strike
|
||
</span></dt><dd>
|
||
This unit always strikes first with this attack, even if they are defending.
|
||
</dd><dt><span class="term">
|
||
Magical
|
||
</span></dt><dd>
|
||
This attack always has a 70% chance to hit regardless of the defensive
|
||
ability of the unit being attacked.
|
||
</dd><dt><span class="term">
|
||
Marksman
|
||
</span></dt><dd>
|
||
When used offensively, this attack always has at least a 60% chance to hit.
|
||
</dd><dt><span class="term">
|
||
Plague
|
||
</span></dt><dd>
|
||
When a unit is killed by a Plague attack, that unit is replaced with a
|
||
Walking Corpse on the same side as the unit with the Plague attack. This
|
||
doesn’t work on Undead or units in villages.
|
||
</dd><dt><span class="term">
|
||
Poison
|
||
</span></dt><dd>
|
||
This attack poisons the target. Poisoned units lose 8 HP every turn until
|
||
they are cured or are reduced to 1 HP. Poison cannot, of itself, kill a
|
||
unit.
|
||
</dd><dt><span class="term">
|
||
Slow
|
||
</span></dt><dd>
|
||
This attack slows the target until it ends a turn. Slow halves the damage
|
||
caused by attacks and the movement cost for a slowed unit is doubled. A unit
|
||
that is slowed will feature a snail icon in its sidebar information when it
|
||
is selected.
|
||
</dd><dt><span class="term">
|
||
Petrify
|
||
</span></dt><dd>
|
||
This attack petrifies the target, turning it to stone. Units that have been
|
||
petrified may not move or attack.
|
||
</dd><dt><span class="term">
|
||
Swarm
|
||
</span></dt><dd>
|
||
The number of strikes of this attack decreases when the unit is wounded. The
|
||
number of strikes is proportional to the % of HP/maximum HP the unit
|
||
has. For example a unit with 3/4 of its maximum HP will get 3/4 of the
|
||
number of strikes.
|
||
</dd></dl></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_abilities"></a>2.3.4. Abilities</h3></div></div></div><p>Some units have abilities that either directly affect other units, or have
|
||
an effect on how the unit interacts with other units. These abilities are
|
||
listed below:</p><div class="variablelist"><dl class="variablelist"><dt><span class="term">
|
||
Ambush
|
||
</span></dt><dd>
|
||
This unit can hide in forest, and remain undetected by its enemies. Enemy
|
||
units cannot see this unit while it is in forest, except if they have units
|
||
next to it. Any enemy unit that first discovers this unit immediately loses
|
||
all its remaining movement.
|
||
</dd><dt><span class="term">
|
||
Concealment
|
||
</span></dt><dd>
|
||
This unit can hide in villages (with the exception of water villages), and
|
||
remain undetected by its enemies, except by those standing next to it.
|
||
Enemy units cannot see this unit while it is in a village, except if they
|
||
have units next to it. Any enemy unit that first discovers this unit
|
||
immediately loses all its remaining movement.
|
||
</dd><dt><span class="term">
|
||
Cures
|
||
</span></dt><dd>
|
||
A unit which can cure an ally of poison, although the ally will receive no
|
||
additional healing on the turn it is cured of the poison.
|
||
</dd><dt><span class="term">
|
||
Feeding
|
||
</span></dt><dd>
|
||
This unit gains 1 hit-point added to its maximum whenever it kills a unit,
|
||
except units that are immune to plague.
|
||
</dd><dt><span class="term">
|
||
Heals +4
|
||
</span></dt><dd>
|
||
Allows the unit to heal adjacent friendly units at the beginning of each
|
||
turn. A unit cared for by this healer may heal up to 4 HP per turn, or stop
|
||
poison from taking effect for that turn. A poisoned unit cannot be cured of
|
||
its poison by a healer, and must seek the care of a village or a unit that
|
||
can cure.
|
||
</dd><dt><span class="term">
|
||
Heals +8
|
||
</span></dt><dd>
|
||
This unit combines herbal remedies with magic to heal units more quickly
|
||
than is normally possible on the battlefield. A unit cared for by this
|
||
healer may heal up to 8 HP per turn, or stop poison from taking effect for
|
||
that turn. A poisoned unit cannot be cured of its poison by a healer, and
|
||
must seek the care of a village or a unit that can cure.
|
||
</dd><dt><span class="term">
|
||
Illuminates
|
||
</span></dt><dd>
|
||
This unit illuminates the surrounding area, making lawful units fight
|
||
better, and chaotic units fight worse. Any units adjacent to this unit will
|
||
fight as if it were dusk when it is night, and as if it were day when it is
|
||
dusk.
|
||
</dd><dt><span class="term">
|
||
Leadership
|
||
</span></dt><dd>
|
||
This unit can lead friendly units that are next to it, making them fight
|
||
better. Adjacent friendly units of lower level will do more damage in
|
||
battle. When a unit adjacent to, of a lower level than, and on the same
|
||
side as a unit with Leadership engages in combat, its attacks do 25% more
|
||
damage times the difference in their levels.
|
||
</dd><dt><span class="term">
|
||
Nightstalk
|
||
</span></dt><dd>
|
||
The unit becomes invisible during night. Enemy units cannot see this unit
|
||
at night, except if they have units next to it. Any enemy unit that first
|
||
discovers this unit immediately loses all its remaining movement.
|
||
</dd><dt><span class="term">
|
||
Regenerates
|
||
</span></dt><dd>
|
||
This unit will heal itself 8HP per turn. If it is poisoned, it will remove
|
||
the poison instead of healing.
|
||
</dd><dt><span class="term">
|
||
Skirmisher
|
||
</span></dt><dd>
|
||
This unit is skilled in moving past enemies quickly, and ignores all enemy
|
||
Zones of Control.
|
||
</dd><dt><span class="term">
|
||
Steadfast
|
||
</span></dt><dd>
|
||
This unit’s resistances are doubled, up to a maximum of 50%, when
|
||
defending. Vulnerabilities are not affected.
|
||
</dd><dt><span class="term">
|
||
Submerge
|
||
</span></dt><dd>
|
||
This unit can hide in deep water, and remain undetected by its enemies.
|
||
Enemy units cannot see this unit while it is in deep water, except if they
|
||
have units next to it. Any enemy unit that first discovers this unit
|
||
immediately loses all its remaining movement.
|
||
</dd><dt><span class="term">
|
||
Teleport
|
||
</span></dt><dd>
|
||
This unit may teleport between any two friendly villages using one of its
|
||
moves.
|
||
</dd></dl></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_experience"></a>2.3.5. Experience</h3></div></div></div><p>Units are awarded experience for fighting. After obtaining enough
|
||
experience, they will advance a level and become more powerful. The amount
|
||
of experience gained depends on the level of the enemy unit and the outcome
|
||
of the battle: if a unit kills its opponent, it receives 8 experience points
|
||
per level of the enemy (4 if the enemy is level 0), while units that survive
|
||
a battle without killing their opponents are awarded 1 experience point per
|
||
level of the enemy. In other words:</p><div class="table"><a id="idm560"></a><p class="title"><strong>Table 2.2. Experience bonuses for killing or fighting enemies of different levels</strong></p><div class="table-contents"><table class="table" summary="Experience bonuses for killing or fighting enemies of different levels" cellpadding="4px" style="border-collapse: collapse;border-top: 3px solid #527bbd; border-bottom: 3px solid #527bbd; "><colgroup><col align="left" /><col align="left" /><col align="left" /></colgroup><thead><tr><th style="" align="left">
|
||
enemy level
|
||
</th><th style="" align="left">
|
||
kill bonus
|
||
</th><th style="" align="left">
|
||
fighting bonus
|
||
</th></tr></thead><tbody><tr><td style="" align="left">
|
||
0
|
||
</td><td style="" align="left">
|
||
4
|
||
</td><td style="" align="left">
|
||
0
|
||
</td></tr><tr><td style="" align="left">
|
||
1
|
||
</td><td style="" align="left">
|
||
8
|
||
</td><td style="" align="left">
|
||
1
|
||
</td></tr><tr><td style="" align="left">
|
||
2
|
||
</td><td style="" align="left">
|
||
16
|
||
</td><td style="" align="left">
|
||
2
|
||
</td></tr><tr><td style="" align="left">
|
||
3
|
||
</td><td style="" align="left">
|
||
24
|
||
</td><td style="" align="left">
|
||
3
|
||
</td></tr><tr><td style="" align="left">
|
||
4
|
||
</td><td style="" align="left">
|
||
32
|
||
</td><td style="" align="left">
|
||
4
|
||
</td></tr><tr><td style="" align="left">
|
||
5
|
||
</td><td style="" align="left">
|
||
40
|
||
</td><td style="" align="left">
|
||
5
|
||
</td></tr><tr><td style="" align="left">
|
||
6
|
||
</td><td style="" align="left">
|
||
48
|
||
</td><td style="" align="left">
|
||
6
|
||
</td></tr></tbody></table></div></div><br class="table-break" /></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="unit_recall"></a>2.3.6. Recalling units</h3></div></div></div><p>After you complete a scenario, all surviving units will be available to
|
||
recall in the next scenario. You are not able to move or attack with a unit
|
||
on the turn you recruit or recall that unit. A Recalled unit retains its
|
||
previous Level, Experience Points, (sometimes) any magic items acquired, and
|
||
will arrive with full hit-points.</p></div></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_moving"></a>2.4. Moving</h2></div></div></div><p>Clicking on a unit identifies all the places it can move on its current turn
|
||
by dimming unreachable hexes (pressing the number keys 2–7 will identify the
|
||
additional hexes that can be reached in that number of turns in a similar
|
||
manner). While in this mode, moving the cursor over a hex will identify the
|
||
path your unit will take towards that hex as well as additional information
|
||
on the defensive bonus of your unit on that hex and, if it will take more
|
||
than one turn, the number of turns it will take your unit to arrive. If you
|
||
do not wish to move the unit this mode can be cancelled by selecting a
|
||
different unit (by clicking on the new unit or using the
|
||
<code class="literal">n</code> or <code class="literal">N</code> keys) or by right-clicking
|
||
(Command-click on a Mac) anywhere on the map. The <a class="link" href="#orbs" title="2.4.2. Orbs">orbs</a> on the top of a unit’s energy bar provide a
|
||
quick way to see which of your units have already moved or can move further
|
||
in the current turn.</p><p>If you decide to move the selected unit, click on the hex you want to move
|
||
to and your unit will move towards that space. If you select a destination
|
||
which is beyond reach in the current turn, the unit will move as far as it
|
||
can in the current turn and enter <span class="emphasis"><em>go-to mode</em></span>. In
|
||
<span class="emphasis"><em>go-to mode</em></span> your unit will continue moving towards its
|
||
destination in subsequent turns. You can easily undo go-to movements at the
|
||
beginning of your next turn. You may also change a unit’s destination
|
||
by selecting that unit and choosing a new destination or clicking the unit
|
||
again to cancel the <span class="emphasis"><em>go-to</em></span>.</p><p>Moving on to a village that is neutral or owned by an enemy will take
|
||
ownership of it and end your move for that unit.</p><p>Most units exert a Zone of Control which affects the hexes your unit can
|
||
reach and the path your unit takes. These restrictions are automatically
|
||
reflected in both the path that is displayed for your unit and the hexes it
|
||
may move to on the current turn.</p><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_zone_of_control"></a>2.4.1. Zone of Control</h3></div></div></div><p>A unit’s Zone of Control extends to the six hexes immediately adjacent
|
||
to the unit, and units that move into an enemy zone of control are forced to
|
||
stop. Units with the skirmisher ability ignore enemy zones of control and
|
||
are able to move through them freely without being forced to stop. Level 0
|
||
units are considered too feeble to generate a zone of control and all units
|
||
are able to move through the hexes around an enemy level 0 unit freely.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="orbs"></a>2.4.2. Orbs</h3></div></div></div><p>On the top of the energy bar shown next to each unit of yours is an
|
||
orb. This orb is:</p><div class="table"><a id="idm621"></a><p class="title"><strong>Table 2.3. Orbs</strong></p><div class="table-contents"><table class="table" summary="Orbs" cellpadding="4px" style="border-collapse: collapse;border-top: 3px solid #527bbd; border-bottom: 3px solid #527bbd; "><colgroup><col align="left" /><col align="left" /><col align="left" /></colgroup><thead><tr><th style="" align="left">
|
||
Orb
|
||
</th><th style="" align="left">
|
||
Image
|
||
</th><th style="" align="left">
|
||
Description
|
||
</th></tr></thead><tbody><tr><td style="" align="left">
|
||
Green
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/orb-green.jpg" alt="Green orb" /></span>
|
||
</td><td style="" align="left">
|
||
If you control the unit and it hasn’t moved this turn
|
||
</td></tr><tr><td style="" align="left">
|
||
Yellow
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/orb-yellow.jpg" alt="Yellow orb" /></span>
|
||
</td><td style="" align="left">
|
||
If you control the unit and it has moved this turn, but could still move
|
||
further or attack
|
||
</td></tr><tr><td style="" align="left">
|
||
Red
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/orb-red.jpg" alt="Red orb" /></span>
|
||
</td><td style="" align="left">
|
||
If you control the unit, but it can no longer move or attack, or the user
|
||
ended the unit’s turn
|
||
</td></tr><tr><td style="" align="left">
|
||
Red and yellow
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/orb-disengaged.png" alt="Two colour orb" /></span>
|
||
</td><td style="" align="left">
|
||
If you control the unit and it has attacked this turn, and could still move
|
||
further but could not attack again
|
||
</td></tr><tr><td style="" align="left">
|
||
Blue
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/orb-blue.jpg" alt="Blue orb" /></span>
|
||
</td><td style="" align="left">
|
||
If the unit is an ally you do not control. On the ally’s own turn
|
||
these will be shown with green, yellow and red orbs
|
||
</td></tr><tr><td style="" align="left">
|
||
-
|
||
</td><td style="" align="left">
|
||
<span class="inlinemediaobject"><img src="images/orb-none.jpg" alt="No orb" /></span>
|
||
</td><td style="" align="left">
|
||
Enemy units have no orb on the top of their energy bar
|
||
</td></tr></tbody></table></div></div><br class="table-break" /></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_ellipses_team_colors_and_hero_icons"></a>2.4.3. Ellipses, Team Colours, and Hero Icons</h3></div></div></div><p>Below each unit there will normally be a coloured ellipse or base. The
|
||
colour identifies its team. The team colour will also show up in parts of
|
||
the unit’s clothing, or possibly on a shield insignia.</p><p>Usually the ellipse will be a solid disk. On level 0 units, you will see an
|
||
ellipse that has broken lines. This indicates that the unit has no Zone of
|
||
Control.</p><p>Units that can recruit will always have a star-shaped base. Other units
|
||
normally have an elliptic base.</p><p>Some campaigns use a smaller star-shaped base and a silver crown icon above
|
||
the energy bar to indicate heroes (units which are somehow special and for
|
||
example not allowed to die in the course of the scenario). Whether to do
|
||
this is a stylistic choice left to campaign designers.</p></div></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_fighting"></a>2.5. Fighting</h2></div></div></div><p>If you move next to an enemy unit, you may attack it. Click on your unit
|
||
that is next to an enemy unit, and click on the enemy you want to attack –
|
||
this will bring up a window that presents further options for the
|
||
fight. Every unit has one or more weapons it can attack with. Some weapons,
|
||
such as swords, are melee weapons, and some weapons, such as bows, are
|
||
ranged weapons.</p><p>If you attack with a melee weapon, the enemy you attack will be able to
|
||
strike back at you with a melee weapon. If you attack with a ranged weapon,
|
||
the enemy will be able to strike back with a ranged weapon. If an enemy does
|
||
not have a weapon of the same type as the one you attack with, they will be
|
||
unable to strike back and do any damage to you in that fight.</p><p>Different types of attacks do different amounts of damage, and a certain
|
||
number of strikes may be made with each weapon. For instance, an Elvish
|
||
Fighter does 5 points of damage with its sword every time it hits, and can
|
||
strike 4 blows with the sword in one exchange. This is written as 5×4,
|
||
meaning 5 damage per hit, and 4 strikes.</p><p>Every unit has a chance of being hit based on the terrain it is in. For
|
||
instance, units in castles and villages have a lower chance of being hit,
|
||
and Elves in forest have a low chance of being hit. To see a unit’s
|
||
defence rating (i.e. chance not to be hit) in terrain, click on the unit,
|
||
and then mouse over the terrain you’re interested in, and the defence
|
||
rating will be displayed as a percentage value in the status pane, as well
|
||
as shown over the terrain hex.</p><p>You can obtain additional information, including the chance that the
|
||
attacker and defender will be killed, by clicking on the "Damage
|
||
Calculations" button in the fight window.</p><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_attack_types"></a>2.5.1. Attack types</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
|
||
<span class="strong"><strong>Blade</strong></span>: Weapons with a cutting edge, used
|
||
to chop pieces of flesh from a foe. Examples: dagger, scimitar, sabre, drake
|
||
claws.
|
||
</li><li class="listitem">
|
||
<span class="strong"><strong>Piercing</strong></span>: Weapons with a sharp point and
|
||
either a long handle or a missile, used to perforate foe’s body and
|
||
damage internal organs. Examples: Knight or infantry pike, arrow.
|
||
</li><li class="listitem">
|
||
<span class="strong"><strong>Impact</strong></span>: Weapons having neither a sharp
|
||
point nor a cutting edge, but heavy enough to break an enemy’s
|
||
bones. Examples: mace, staff, Troll fist.
|
||
</li><li class="listitem">
|
||
<span class="strong"><strong>Cold</strong></span>: Weapons based on cold or ice
|
||
missiles. Example: A Dark Adepts’s chill wave.
|
||
</li><li class="listitem">
|
||
<span class="strong"><strong>Fire</strong></span>: Weapons using fire to roast the foe
|
||
like a chicken. Example: A drake’s fire breath.
|
||
</li><li class="listitem">
|
||
<span class="strong"><strong>Arcane</strong></span>: An attack that dispels the magic
|
||
animating zombies, spectres, and other undead creatures and
|
||
spirits. Example: A white mage’s magic attack.
|
||
</li></ul></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_resistance"></a>2.5.2. Resistance</h3></div></div></div><p>Each unit is more or less vulnerable to the different attack types. 6
|
||
figures in the unit description show strength and weakness of the unit
|
||
against the 6 attack types. A positive resistance figure indicates that the
|
||
unit will suffer less damages from the attack type. A negative resistance
|
||
figure indicates that the unit is especially vulnerable to this attack type.</p><p>Examples: Drake scales protect them from most of attack types except from
|
||
piercing weapon and cold weapon. Human Cavalry units are generally well
|
||
protected except from piercing attacks which are their weak point. Undead
|
||
are very resistant to blade and piercing weapon but very vulnerable to
|
||
impact attacks and arcane attacks.</p><p>Using the best attack type against enemy units will substantially increase
|
||
your chances of killing them.</p></div></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_healing"></a>2.6. Healing</h2></div></div></div><p>A unit may be healed a maximum of 8 hit-points per turn. A unit that does
|
||
not move or fight during a turn is <span class="emphasis"><em>resting</em></span> and will
|
||
recover 2 hit-points. Hit-points recovered through
|
||
<span class="emphasis"><em>resting</em></span> are added on top of hit-points recovered
|
||
through healing so it is possible for a unit to recover up to a total of 10
|
||
hit-points per turn.</p><p>There are two basic ways for a unit to be healed:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
|
||
Waiting in a village. The unit will heal 8 hit-points every turn.
|
||
</li><li class="listitem">
|
||
Being adjacent to units with the <span class="emphasis"><em>heals</em></span> ability. The
|
||
number of hit-points healed is specified in the unit’s ability
|
||
description. This is invariably <span class="emphasis"><em>heals +4</em></span> or
|
||
<span class="emphasis"><em>heals +8</em></span>.
|
||
</li></ul></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_regeneration"></a>2.6.1. Regeneration</h3></div></div></div><p>Trolls and Woses have the ability to heal themselves naturally through
|
||
regeneration. They will heal 8 points each turn if they are injured. Note
|
||
that because all units may only heal a maximum of 8 points per turn, Trolls
|
||
and Woses gain no additional benefit from being on a village or next to a
|
||
healing unit.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_poison"></a>2.6.2. Poison</h3></div></div></div><p>Some attacks can inflict poison damage on your unit. When this happens the
|
||
poisoned unit will take 8 damage each turn until it is cured. Poison can be
|
||
cured by waiting on a village or being next to a unit with the
|
||
<span class="emphasis"><em>cures</em></span> ability. Units with the
|
||
<span class="emphasis"><em>heals</em></span> ability can only prevent the poison from causing
|
||
damage that turn, not cure it. When poison is cured the unit does not gain
|
||
or lose hit-points on that turn due to healing/poisoning. A unit cannot be
|
||
healed normally until it is cured of poisoning. Resting is still allowed,
|
||
although it will not substantially diminish the poison’s effect.</p><p>Some other hints about healing:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
|
||
A unit may take several turns to be fully healed.
|
||
</li><li class="listitem">
|
||
Healers (Elvish Shaman, Elvish Druid, Elvish Shyde, White Mage, Mage of
|
||
Light, Paladin) heal all wounded units around them, so you can keep units
|
||
close to the battle without losing them.
|
||
</li><li class="listitem">
|
||
Healers do not heal enemy units.
|
||
</li><li class="listitem">
|
||
Healers cannot heal themselves, but see next point.
|
||
</li><li class="listitem">
|
||
Use your healers in pairs, so they can heal each other if needed.
|
||
</li><li class="listitem">
|
||
Multiple healers from different allied sides can heal the same unit and
|
||
speed up healing.
|
||
</li><li class="listitem">
|
||
Trolls and Woses cannot regenerate other units.
|
||
</li><li class="listitem">
|
||
Trolls and Woses cure themselves from poison as a village does.
|
||
</li></ul></div></div></div></div><div class="chapter"><div class="titlepage"><div><div><h1 class="title"><a id="_strategy_and_tips"></a>Chapter 3. Strategy and Tips</h1></div></div></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="basic_strategy"></a>3.1. Basic Strategy</h2></div></div></div><p>The following basic combat principles and tips are intended to help starting
|
||
off your career as a Wesnothian battle veteran. The minor concrete examples
|
||
are somewhat tied to the "Heir to the Throne" campaign.</p><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_don_8217_t_waste_units"></a>3.1.1. Don’t waste units</h3></div></div></div><p>Do not send wounded units to a sure death. Once a unit loses more than half
|
||
of its hit points (HP), you should seriously consider retreating it to
|
||
safety and either station it in a village for healing or give him to the
|
||
care of a healer (like Elvish Shamans or White Mages). Healers are very
|
||
useful!</p><p>This is for practical reasons: a heavily wounded unit cannot hold back or
|
||
kill the enemy. During attack and counter-attack, it most often will
|
||
perish. Further, by sending it to its sure death, its gathered experience
|
||
points (XP) are lost. Recruiting a replacement may be impossible because the
|
||
leader is not in its keep or because funds are running low. Even if you can
|
||
recruit a replacement, it is most often far away from the battle front. So
|
||
don’t waste your units.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_out_of_the_enemy_8217_s_reach"></a>3.1.2. Out of the enemy’s reach</h3></div></div></div><p>How do you guard wounded units? They are best guarded by being out of the
|
||
adversary’s reach. No enemy can attack them if enemies cannot even
|
||
come near them. The next section about zone of control (ZOC) shows how to
|
||
restrict the enemy’s moves.</p><p>In the Action menu, you can select "Show Enemy Moves" to highlight all
|
||
possible hexes your adversary can actually move to. This takes your zone of
|
||
control into account. Thus you can check that your near death unit, which is
|
||
behind, indeed cannot be attacked as the enemy cannot move close to it.</p><p>When your armies meet, you may want to try to be the first to attack. So try
|
||
to end your move out of striking range of the enemy army. He cannot attack
|
||
but most likely will close into your striking range.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="zoc"></a>3.1.3. Shield with your zone of control (ZOC)</h3></div></div></div><p>Every unit of level 1 or higher maintains a zone of control (ZOC) covering
|
||
all 6 neighbouring hexes. This means that once an enemy moves into one of
|
||
the six neighbouring tiles, it is forced to halt and its movement phase ends
|
||
(only enemies with the rare skirmisher ability ignore this).</p><p>Because of ZOC, an enemy may not slip between two units which are aligned on
|
||
a north-south or diagonal line and have exactly 1 or 2 hexes between
|
||
them. By combining these pairs into a long wall or using them in different
|
||
directions, you can prevent the enemy from reaching a wounded unit
|
||
behind. He has to defeat the units imposing the ZOC first. If the enemy can
|
||
barely reach it, even a single unit may shield a small region behind itself.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_maintain_a_defensive_line"></a>3.1.4. Maintain a defensive line</h3></div></div></div><p>By lining up many units directly adjacent or with at most 1 hex space
|
||
between them, you can build a powerful defensive line. Note that, because
|
||
Wesnoth uses hexes, a east-to-west "line" is not a straight line but a
|
||
zig-zag curve. The north-south line and the diagonals are the "real" lines.</p><p>Coming from one side, the enemy may attack any single of your units in the
|
||
line with only 2 of his units at a time. As a rule of thumb, a healthy unit
|
||
without particular weakness can withstand an attack from two normal enemy
|
||
units of the same level or lower without getting killed.</p><p>Unfortunately, your line often has to bend to form a wedge or to fit the
|
||
terrain. At these corner points, 3 enemy units may attack. This also happens
|
||
at the ends of a line if the line is too short. Use units with high
|
||
hit-points on proper terrain or with proper resistances to hold these weak
|
||
points. These are the most likely to be killed, so use units with no or few
|
||
experience points (XP) for this purpose.</p><p>Lining your troops up also prevents the enemy from surrounding any one of
|
||
them. For ZOC reasons, a unit with one enemy behind it and one in front is
|
||
trapped.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_rotate_your_troops"></a>3.1.5. Rotate your troops</h3></div></div></div><p>When a unit in the front line is heavily damaged you can move him safely
|
||
behind your defensive line. To hold up the line, you will most likely have
|
||
to replace him with a reserve, so hold a couple of units in back of the
|
||
front line. If you have healers, damaged units in the second line will
|
||
quickly recover.</p><p>Note that your units can pass through hexes containing your own troops.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_use_the_terrain"></a>3.1.6. Use the terrain</h3></div></div></div><p>Try to position your troops so that they are attacking from a hex with high
|
||
defence against an enemy in a hex with low terrain. That way, the
|
||
enemy’s counter-strikes will be less likely to do damage.</p><p>For example, you might position your elves just inside of a forest edge so
|
||
that attacking orcs must stand on grassland while your elves enjoy the high
|
||
forest defences.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_attacking_and_choosing_your_targets"></a>3.1.7. Attacking and choosing your targets</h3></div></div></div><p>Advancing and attacking is of course the most interesting part of your way
|
||
to victory. Kill or weaken enemies in your path and move your defensive line
|
||
forward. This can become tricky as the enemy may retaliate on his turn.</p><p>Often, you will throw several units at a single enemy unit to finish him
|
||
off, but these were forming your defensive line which is now partly
|
||
broken. Maybe this doesn’t matter because you are out of reach of the
|
||
next enemy unit. Maybe it does because you only managed to weaken a very
|
||
strong enemy and next turn, he is going to strike back. Perhaps a Horseman
|
||
can deliver the killing blow.</p><p>Striking first is an advantage because it allows you the choice of which
|
||
units will face each other in battle. Take advantage of enemy weakness:
|
||
e.g. direct your ranged attacks against foes without ranged weapons. Take
|
||
advantage of weaknesses like Horsemen’s vulnerability to pierce. But
|
||
remember that they may retaliate on their turn, so you might have weaknesses
|
||
the enemy may exploit.</p><p>For example, Horsemen can hold up the line against Orcish Grunts and Troll
|
||
Whelps very well because they have some resistances against blade and
|
||
impact. But your Horseman may quite quickly fall to Orcish Archers and
|
||
Goblin Spearmen.</p><p>It usually pays off if you can definitively kill (or almost kill) the faced
|
||
unit. If you are unsure of finishing off the enemy in one turn, either
|
||
ensure that your unit can weather the return attacks or decide that
|
||
you’re willing to lose that unit. To withstand the enemy’s
|
||
strikes next turn, it is often wise to attack at the range that allows the
|
||
enemy to do least damage to you, rather than choosing the maximum expected
|
||
damage to the enemy.</p><p>In particular, use your ranged weapons if the enemy has no ranged
|
||
attack. Using it will often reduce the damage which your units take until
|
||
the enemy dies.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_time_of_day"></a>3.1.8. Time of Day</h3></div></div></div><p>Remember that Lawful units like humans fight better at daytime, Chaotic
|
||
units like orcs or undead fight better at night, and Liminal units fight
|
||
best during the twilight. Ideally you want to first meet the enemy when you
|
||
are strong and/or he is weak. When the enemy has its strong time, it often
|
||
pays off to strengthen your lines and hold a favourable defensive
|
||
position. When its weak time is about to arise, your advance will push
|
||
forth.</p><p>For example, elves might hold out a forest during a nightly orcish onslaught
|
||
and advance on sunrise. You may even note that the computer AI actively
|
||
retreats his orcs during day.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_experience_2"></a>3.1.9. Experience</h3></div></div></div><p>Over the course of a campaign, it is critical that you build a seasoned
|
||
force. Later scenarios will assume you have level 2 and 3 units available
|
||
for recall.</p><p>Your units gain most experience points (XP) from killing an enemy unit (8XP
|
||
per level of the unit killed). As such, it often makes sense to have your
|
||
higher level units weaken an enemy, but cede the kill to a unit more in need
|
||
of the XP. Healers in particular are often weak in combat and often need to
|
||
<span class="emphasis"><em>steal</em></span> kills in this way to advance levels.</p><p>At the beginning (when you probably have no high level units), try to give
|
||
most kills to a small handful of your units. This will fast-track them to
|
||
becoming Level 2 units, and they can then shepherd others.</p><p>Don’t neglect to earn your leader experience. You need to keep him
|
||
safe, but if you coddle him too much he will be too low level to survive
|
||
future scenarios anyway.</p></div></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a id="_getting_the_most_fun_out_of_the_game"></a>3.2. Getting the Most Fun Out of the Game</h2></div></div></div><p>Remember, the idea of a game is to have fun! Here are some recommendations
|
||
from the development team on how to get the most fun out of the game:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
|
||
Consider playing the campaign on "Medium" difficulty level, especially if
|
||
you have prior experience with strategy games. We feel you’ll find it
|
||
much more rewarding.
|
||
</li><li class="listitem">
|
||
Don’t sweat it too much when you lose some units. The campaign was
|
||
designed to accommodate the player losing some units along the way.
|
||
</li><li class="listitem">
|
||
Don’t abuse saved games. Long ago, Wesnoth only allowed saving the
|
||
game at the end of a scenario. Mid-scenario saving was added as a
|
||
convenience to use if you had to continue the game another day, or to
|
||
protect against crashes. We do not recommend loading mid-scenario saved
|
||
games over and over because your White Mage keeps getting killed. Learn to
|
||
protect your White Mage instead, and balance risks! That is part of the
|
||
strategy.
|
||
</li><li class="listitem">
|
||
If you must load a saved game, we recommend going back to the start of the
|
||
scenario, so that you choose a new strategy that works, rather than simply
|
||
finding random numbers that favour you.
|
||
</li><li class="listitem">
|
||
But remember, the aim is to have fun! You may have different tastes than the
|
||
developers, so do what you enjoy most! If you enjoy loading the saved game
|
||
every time you make a mistake, looking for the <span class="emphasis"><em>perfect</em></span>
|
||
game where you never lose a unit, by all means, go right ahead!
|
||
</li></ul></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_at_the_start_of_a_scenario"></a>3.2.1. At the start of a scenario</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
|
||
First, read the scenario objectives. Sometimes you do not have to kill enemy
|
||
leaders; instead it is enough that you survive for a certain number of
|
||
turns, or pick up a particular object.
|
||
</li><li class="listitem">
|
||
Look at the map: the terrain, the position of your leader and the other
|
||
leader(s).
|
||
</li><li class="listitem">
|
||
Then, begin to recruit units. Cheap units are useful to soak up the first
|
||
wave of an enemy’s attack; advanced units can then be brought in as
|
||
support. Fast units can be used as scouts, for exploring the map and to
|
||
quickly conquer villages.
|
||
</li></ul></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_during_the_scenario"></a>3.2.2. During the scenario</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
|
||
Try to capture and keep control of as many villages as possible to keep the
|
||
gold coming in.
|
||
</li><li class="listitem">
|
||
Keep units in packs so the enemy cannot attack from as many sides, and so
|
||
you can outnumber each enemy unit. Put your units in a line so that the
|
||
enemy cannot attack any one of your units from more than two sides.
|
||
</li><li class="listitem">
|
||
Different units have different strengths and weaknesses depending on terrain
|
||
and who they are attacking; right click on units and select "Unit
|
||
Description" to learn more.
|
||
</li><li class="listitem">
|
||
You can use lower level units as cannon fodder, to slow down the
|
||
enemy. E.g. you can use them to block enemies reaching your important units.
|
||
</li><li class="listitem">
|
||
You can cause damage to enemies with advanced units and then finish them
|
||
with lower level units — to give them more experience (and finally make them
|
||
advance to the next level).
|
||
</li><li class="listitem">
|
||
When you have a White Mage (advances from Mage) or Druid (advances from
|
||
Shaman), put it in the middle of a circle of units to heal them as they move
|
||
across the map (Shamans can do this too, but not as well).
|
||
</li><li class="listitem">
|
||
Losing units is expected, even advanced units.
|
||
</li><li class="listitem"><p class="simpara">
|
||
Time of day really matters:
|
||
</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: circle; "><li class="listitem">
|
||
lawful units do more damage at day and less damage at night
|
||
</li><li class="listitem">
|
||
chaotic units do more damage at night and less damage at day
|
||
</li><li class="listitem">
|
||
remember to always check the time of day on the right side of the
|
||
screen. Plan ahead — think about what it will be next turn as well as this
|
||
turn.
|
||
</li></ul></div></li><li class="listitem">
|
||
Some units are resistant or vulnerable to different kind of attacks. Mounted
|
||
units are weak vs pierce attacks. Fire and arcane attacks destroy undead. To
|
||
see how much a unit resists an attack type, right click on the unit, select
|
||
"Unit Description", then select "Resistance". It will show you how resistant
|
||
a unit is to different types of attacks.
|
||
</li></ul></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_healing_2"></a>3.2.3. Healing</h3></div></div></div><p>An important part of succeeding at Battle for Wesnoth is keeping your units
|
||
healthy. When your units take damage you can heal them by moving them on to
|
||
villages or next to special healing units (e.g. the Elvish Shaman and White
|
||
Mage). Some other units you will encounter, such as Trolls, have the ability
|
||
to heal themselves naturally.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_winning_a_scenario"></a>3.2.4. Winning a scenario</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
|
||
Advanced units are needed to quickly kill enemy commanders, and to avoid
|
||
losing lots of units.
|
||
</li><li class="listitem">
|
||
The quicker you win a scenario, the more gold you get; you will get more
|
||
gold from winning early than from all of the map’s villages for the
|
||
rest of the turns.
|
||
</li><li class="listitem">
|
||
Killing all enemy leaders usually gives instant victory.
|
||
</li></ul></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_more_general_tips"></a>3.2.5. More general tips</h3></div></div></div><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem">
|
||
After slaughtering scenarios (where you take lots of punishment) there are
|
||
usually "breathing room" scenarios where you can rather easily gain some
|
||
gold and experience (advanced units).
|
||
</li><li class="listitem">
|
||
Advanced units have higher upkeep than lower level units (1 gp per level),
|
||
loyal units are an exception.
|
||
</li></ul></div></div></div></div></div></body></html> |