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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" class="book" lang="en"><div class="titlepage"><div><div><h1 class="title"><a id="id1337"></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 Specialties</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 Colors, 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="#id1338">Time of the day and damage</a></dt><dt>2.2. <a href="#id1339">Experience bonuses for killing or fighting enemies of different levels</a></dt><dt>2.3. <a href="#id1340">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 up a great army, gradually training raw recruits into hardened
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veterans. In later games, recall your toughest warriors and form a
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||
deadly host against whom none can stand! Choose units from a large pool
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||
of specialists, and hand pick a force with the right strengths to fight
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well on different terrains against all manner of opposition.</p><p>Wesnoth has many different sagas waiting to be played out. You can
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||
battle orcs, undead, and bandits on the marches of the Kingdom of
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||
Wesnoth; fight alongside dragons in the lofty peaks, elves in the
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||
green reaches of the Aethenwood, dwarves in the great halls of Knalga,
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||
or even merfolk in the Bay of Pearls. You can fight to regain the
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||
throne of Wesnoth, or use your dread power over the Undead to dominate
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||
the land of mortals, or lead your glorious Orcish tribe to victory
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against the humans who dared despoil your lands.</p><p>You will be able to select from among over two hundred unit types
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(infantry, cavalry, archers, and mages are just the beginning) and
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fight actions ranging from small-unit ambushes to clashes of vast
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armies. You can also challenge your friends – or strangers – and fight
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in epic multi-player fantasy battles.</p><p>Battle for Wesnoth is open-source software, and a thriving community
|
||
of volunteers cooperates to improve the game. You can create your own
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||
custom 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,
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||
and the very best of it is incorporated into Battle for Wesnoth’s
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||
official 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
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generally lawless; the kingdom of Wesnoth and its occasional
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principality, Elensefar; and the domain of the Southwest Elves in the
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Aethenwood and beyond.</p><p>The Kingdom of Wesnoth lies in the center of this land. Its borders
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are the Great River to the north, the Dulatus Hills in the east and
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south, the edge of the Aethenwood to the southwest, and the Ocean to
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the west. Elensefar, a once-province of Wesnoth, is bordered by the
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Great River to the north, a loosely defined line with Wesnoth to the
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east, the Bay of Pearls to the south, and the ocean to the west.</p><p>The Northlands is the wild country north of the Great River. Various
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||
groups of orcs, dwarves, barbarians and elves populate the region. To
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||
the north and east lies the forest of Lintanir, where the great
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kingdom of the North-Elves keeps to its own mysterious affairs.</p><p>Over the land are scattered villages where you can heal your troops
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and gather the income required to support your army. You will also
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have to cross mountains and rivers, push through forests, hills and
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tundra, and cross open grassland. In each of these areas different
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creatures have adapted to live there and can travel more easily and
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fight better when they are in familiar 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,
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drakes, saurians, mermen, nagas, and many other races yet more obscure
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||
and wondrous. In accursed lands walk undead and ghosts and specters;
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monsters lurk in its ruins and dungeons. Each has adapted to
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||
particular terrains. Humans inhabit primarily the temperate
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||
grasslands. In the hills, mountains and underground caves orcs and
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dwarves are most at home. In the forests the elves reign supreme. In
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||
the oceans and rivers mermen and nagas dominate.</p><p>For game purposes, the races group into factions; for example, orcs
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||
often cooperate with trolls, and elves or dwarves with humans. Some
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||
other factions reflect divisions within human society — loyalists
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||
vs. outlaws, for example. In most campaigns, you will control units
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drawn a single faction. But sometimes factions make alliances with
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others, so you may face more than one faction 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
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||
of buttons called the Main Menu. The buttons only work with a mouse. For
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||
the impatient, we recommend you: click the "Language" button to set
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||
your language; then click the "Tutorial" button to run the tutorial;
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and then 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
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||
the basic controls needed to play the game. Winning or losing is not
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||
important here, but learning what to do is. Click the Tutorial button to
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||
play. In the Tutorial you are in the role of the prince Konrad or the
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||
princess Li’sar, learning from the Elder Mage Delfador — pay attention
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||
or he might turn
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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 connected scenarios. Click this button to start a new campaign. You
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||
will be presented with a list of campaigns available on your computer
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||
(more can be downloaded if you wish). Select your campaign and click
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||
OK to start or Cancel to quit. Each campaign has a difficulty level:
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||
easy, medium (normal), and hard. We recommend medium as this level is
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||
challenging, but not difficult. You may not change the difficulty during
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||
the campaign. In case you have serious problems fighting your way
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||
through easy difficulty, the guide about
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||
<a class="link" href="#basic_strategy" title="3.1. Basic Strategy">Basic Strategy</a> will surely help you. Once you have
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||
selected the difficulty, you will start with the first scenario of the
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||
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
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||
dialogue will appear and allow you to choose how you want to play the
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||
scenario. To 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
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||
a dialogue listing saved games. Select the game and click Ok to load
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||
and continue, or Cancel to return to the Main Menu. If you select a
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||
replay game, you can check the "Show replay" check box. The loaded game will
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||
make all the 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
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||
content created by normal users is hosted. Among the things available there
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||
are many campaigns, multiplayer eras (defining factions for multiplayer
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||
games) and multiplayer maps. With the "Remove Add-ons" button you can remove
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||
them again once you do not want them anymore.
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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
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||
Cancel to continue with the current language. The first time Wesnoth
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||
starts, it defaults to English or your system locale if that can be
|
||
determined, 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
|
||
</span></dt><dd>
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||
Click this button for a list of major Wesnoth contributors. You
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||
will often be able to reach them in real time at
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||
irc.libera.chat:6667 on #wesnoth or at <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
|
||
</span></dt><dd>
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||
Click this button to open the integrated in game Help System. It will provide
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||
you with information about units and all other gameplay relevant things of the
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||
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 Wesnoth".
|
||
</dd><dt><span class="term">
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||
i
|
||
</span></dt><dd>
|
||
Click this button to view game version and technical information. It may be
|
||
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.
|
||
</li><li class="listitem">
|
||
Play a single scenario against computer or human opponents.
|
||
</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
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||
storyline. Typical campaigns have about 10–20 scenarios. The main
|
||
advantage with campaigns is that they allow you to develop your
|
||
army. As you complete each scenario, the remaining units at the end
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||
are saved for you to use in the next scenario. If you choose not to
|
||
use a unit at all during a scenario it is carried over to the next, so
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||
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 fastest way to play, but your units are not saved and you cannot use
|
||
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 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 dialog" /></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 use the same username and
|
||
password for joining the official server. A password box will pop up if a
|
||
password is required for the current username. 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 dialog box allowing you to enter the address of the
|
||
machine to join. In this dialog
|
||
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 setup 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 dialog: 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 be able to start a multiplayer game without using an external
|
||
multiplayer server, you have to start the server, which is usually
|
||
named <span class="emphasis"><em>wesnothd</em></span>, yourself. This program is automatically started in
|
||
the background when selecting this option. It will be stopped, once
|
||
all players 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
|
||
hotseat game where everyone plays at the same computers by taking turns in
|
||
the <span class="emphasis"><em>hotseat</em></span>. Hotseat 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-coordinate, y-coordinate), defense 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 gray 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 hotkey settings open the Preferences menu and choose the Hotkeys 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 dialog" /></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="id1338"></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 hitpoints, good
|
||
defense, 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">
|
||
Dextrous
|
||
</span></dt><dd>
|
||
Dextrous units do 1 more damage for every successful strike in ranged combat.
|
||
Dextrous is a trait possessed only by Elves. The Elven people are known for
|
||
their uncanny grace, and their great facility with the bow. Some, however,
|
||
are gifted with natural talent that exceeds their brethren. These elves
|
||
inflict an additional point of damage with each arrow.
|
||
</dd><dt><span class="term">
|
||
Fearless
|
||
</span></dt><dd>
|
||
Does not suffer from a negative attack bonus during its unfavorable
|
||
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% defense 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 traveling 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 hitpoints.
|
||
</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 hitpoints 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 Specialties</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 counterattack.
|
||
</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">
|
||
Firststrike
|
||
</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 can not, 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 can not 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 hitpoint 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="id1339"></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 hitpoints.</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>goto-mode</em></span>. In
|
||
<span class="emphasis"><em>goto-mode</em></span> your unit will continue moving towards its destination in
|
||
subsequent turns. You can easily undo goto 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>goto</em></span>.</p><p>Moving onto 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="id1340"></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 color 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 Colors, and Hero Icons</h3></div></div></div><p>Below each unit there will normally be a colored ellipses or base. The
|
||
color identifies its team. The team color 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
|
||
defense 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 defense
|
||
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, saber, 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,
|
||
specters, 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 hitpoints 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
|
||
hitpoints. Hitpoints recovered through <span class="emphasis"><em>resting</em></span> are added on top of
|
||
hitpoints 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 hitpoints every turn.
|
||
</li><li class="listitem">
|
||
Being adjacent to units with the <span class="emphasis"><em>heals</em></span> ability. The number of
|
||
hitpoints 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 hitpoints on that turn due to healing/poisoning. A unit
|
||
can not 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 counterattack, 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 neighboring hexes. This means that once an enemy moves into one of
|
||
the six neighboring 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 up 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 point 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 defense against an enemy in a hex with low terrain. That way,
|
||
the enemy’s counterstrikes 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 defenses.</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 gets to attack back
|
||
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 off. 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 get to attack back 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 favorable 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 up 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 favor 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
|
||
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 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’s going to 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 onto 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> |