1397 lines
62 KiB
Text
1397 lines
62 KiB
Text
Battle for Wesnoth User's Manual
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================================
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Preface
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-------
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The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.
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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.
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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.
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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.
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Battle for Wesnoth is open-source software, and a thriving community
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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.
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Getting Started
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---------------
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The World
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~~~~~~~~~
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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.
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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.
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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.
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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.
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The Creatures
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^^^^^^^^^^^^^
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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.
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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.
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Finding Your Way
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~~~~~~~~~~~~~~~~
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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.
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image:images/main-menu-1.13.11+dev.jpg["Main Menu"]
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Tutorial::
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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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Campaign::
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Wesnoth was primarily designed to play campaigns. Campaigns are a series
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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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<<basic_strategy,Basic Strategy>> 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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Multiplayer::
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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 <<scenarios,scenarios>>.
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Load::
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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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Add-ons::
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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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Map Editor::
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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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Language::
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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
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determined, but once you change it, it will start in that language.
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Preferences::
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Click here to change default settings.
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Credits::
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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.freenode.org:6667 on #wesnoth or at https://discord.gg/battleforwesnoth
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Quit::
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Click this button to close Wesnoth.
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Help::
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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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Next::
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Click this button to read the next little tip from the "Tome of Wesnoth".
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Previous::
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Click this button to read the previous little tip from the "Tome of Wesnoth".
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i::
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Click this button to view game version and technical information. It may be
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useful when troubleshooting issues.
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Game Modes
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~~~~~~~~~~
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There are two basic ways to play Battle for Wesnoth:
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- Play a sequence of connected scenarios, known as a campaign, against
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the computer.
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- Play a single scenario against computer or human opponents.
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There are also campaigns that can be played in multiplayer.
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Campaigns
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^^^^^^^^^
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Campaigns are sequences of battles with a connecting
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storyline. Typical campaigns have about 10–20 scenarios. The main
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advantage with campaigns is that they allow you to develop your
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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
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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.
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The campaign is the primary form in which Wesnoth is intended to be
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played, is probably the most enjoyable, and is the recommended way for
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new players to learn the game.
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[[scenarios]]
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Scenarios
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^^^^^^^^^
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A single scenario takes about 30 minutes to 2 hours to complete. This is
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the fastest way to play, but your units are not saved and you cannot use
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campaign units. You can play scenarios against the computer or against
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other players either over the internet or at your computer. Scenarios
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are accessed through the "Multiplayer" button on the main menu.
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In general multiplayer games are played against other players via the Internet
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(you can also run them on your LAN if you have one). All these games are
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co-ordinated through the Wesnoth multiplayer server. Multiplayer games can
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take anywhere from 1 hour to 10 hours, depending on how many players
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there are (and the size of the map). The average time is between 3 to
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7 hours. Games can be saved and loaded as many times as you like. So,
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it's possible for some games to last 1 or 2 weeks, even though the play
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time is only a few hours. When playing just a single scenario, your units won't
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carry to future games and building up your army's strength is possible only
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within the scenario.
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There are several possible options you are provided with when clicking on the
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"Multiplayer" button:
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image:images/multiplayer-1.13.11+dev.png["Multiplayer dialog"]
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Login
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+++++
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This will be your name on the multiplayer server. If you have an account on the
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https://forums.wesnoth.org/[Wesnoth forums], you may use the same username and
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password for joining the official server. A password box will pop up if a
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password is required for the current username. You cannot use a registered name
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without the password.
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Join official Server
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++++++++++++++++++++
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This option directly connects you to the official server. You will end in the
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lobby where you can create your games as you wish and where many games are
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already open and maybe some players already waiting to join in a new match.
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Connect to Server
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+++++++++++++++++
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This option opens a dialog box allowing you to enter the address of the
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machine to join. In this dialog
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there also is the button "View List" that does show a list of official servers
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that can be used as backup if the main server is currently not available.
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A complete list of official and user setup servers is listed at this
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website: https://wiki.wesnoth.org/MultiplayerServers[Multiplayer servers].
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You can also reach servers hosted by any other player with this menu option.
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So if you got a server running in your local network, just enter the address
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and port number (default: 15000). If you for example want to connect to a server
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running on the machine with the address 192.168.0.10 and the default port, you
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would enter this in the dialog: 192.168.0.10:15000
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Host Networked Game
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+++++++++++++++++++
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To be able to start a multiplayer game without using an external
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multiplayer server, you have to start the server, which is usually
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named 'wesnothd', yourself. This program is automatically started in
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the background when selecting this option. It will be stopped, once
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all players left the server. Other players need to be able to connect
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to your port 15000 using TCP to play with you on your server. If you
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are behind a firewall, you will probably need to change your firewall
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settings to allow incoming connections to port 15000, and tell your
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firewall to forward such traffic to the machine hosting the game. You
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should not need to make firewall changes to join games hosted on a
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public server or by someone else.
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Local Game
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++++++++++
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This creates a game just running on your computer. You can either use it as
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hotseat game where everyone plays at the same computers by taking turns in
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the 'hotseat'. Hotseat games will take about the same time to play as games
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played over the Internet. Or you can just play a scenario against AI
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opponents rather than human players. This can be a good way to become familiar
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with the various maps that are used for multiplayer games before playing
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against real opponents. It can also be used as a simple way to explore
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the capabilities of units from the different factions by choosing which
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faction you will play and which faction your opponents are in these games.
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Of course, you can also mix both in one game. That is, play together in
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a game with a friend against an AI opponent.
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[[game_screen]]
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The Game Screen
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^^^^^^^^^^^^^^^
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image:images/game-screen-1.13.11+dev.jpg["Game Screen"]
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Regardless of whether you are playing a scenario or a campaign, the
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basic layout of the game screen is the same. The majority of the screen
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is filled with a map which shows all of the action that takes place
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in the game. Around the map are various elements which provide useful
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information about the game and are described in more detail below.
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image:images/top_pane-1.13.11+dev.png["Top Panel"]
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Across the top of the screen from left to right are the following items:
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1. Menu button
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2. Actions button
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3. Turn counter (current turn/maximum number of turns)
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4. Your gold
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5. Villages (your villages/total number of villages)
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6. Your total units
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7. Your upkeep
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8. Your income
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9. Current time or time left (in timed multiplayer games)
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image:images/right_pane-1.13.11+dev.png["Right Panel"]
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Down the right of the screen from top to bottom are:
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1. Full map, scaled
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2. Current hex position (x-coordinate, y-coordinate), defense and movement of
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the currently selected unit on the marked hex
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3. Current hex type
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4. Time of day indicator
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5. Unit profile for last selected unit
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6. End Turn button
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Recruit and Recall
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^^^^^^^^^^^^^^^^^^
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When you first start a scenario or campaign you will only have a few units
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on the map. One of these will be your commander (identified by a little
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golden crown icon). Your commander is usually placed in a castle on a special
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hex called a keep. Whenever your commander is on a keep (not only your
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own, but also the keep of any enemy castles you capture) and you have
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enough gold, you can recruit units for your army. In later scenarios you
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can recall experienced units that survived earlier scenarios. From here,
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you can start to build your army to conquer the enemy.
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The first thing you will probably want to do is recruit your first
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unit. Press `Ctrl+r` (or right click on an empty castle hex and select
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"Recruit") and you will be able to recruit a unit from a list of all
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the units available to you. Each recruit is placed on an empty castle
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hex. Once you have filled the castle, you cannot recruit any more
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until units move off. Your opponent's commander is similarly placed
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on its castle keep and will begin by recruiting its troops -- so don't
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dilly-dally looking at the scenery, there's a battle to be won.
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At the end of each successful scenario, all your remaining troops are
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automatically saved. At the start of the next scenario you may recall
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them in a similar way to recruiting. Recalled troops are often more
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experienced than recruits and usually a better choice.
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Your Army
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^^^^^^^^^
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All game types use the same soldiers, called units. Each unit is
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identified by Race, Level, and Class. Each unit has strengths and
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weaknesses, based on their Resistances, current Terrain, and Level. Full
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details are in the in game help.
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Life and Death — Experience
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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As your troops gain battle experience, they will learn more skills
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and become stronger. They will also die in battle, so you'll need to
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recruit and recall more when that happens. But choose wisely, for each
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has strengths and weaknesses a cunning opponent will quickly exploit.
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Victory and Defeat
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^^^^^^^^^^^^^^^^^^
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Pay careful attention to the Objectives pop-up box at the beginning of
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each scenario. Usually you will achieve victory by killing all enemy
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leaders, and only be defeated by having your leader killed. But
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scenarios may have other victory objectives — getting your leader to a
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designated point, say, or rescuing someone, or solving a puzzle, or
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holding out against a siege until a certain number of turns have
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elapsed.
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When you win a scenario, the map will gray over and the 'End Turn'
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button will change to 'End Scenario'. You can now do things like
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changing your save options or (if you are in a multiplayer game)
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chatting with other players before pressing that button to advance.
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Gold
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^^^^
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Your army does not fight for free. It costs you gold to recruit units
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and gold to maintain them. You start each scenario with gold carried
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over from previous scenarios (although each scenario ensures you have
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at least a minimum amount of gold to start if you didn't carry over
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enough from previous scenarios) and can gain more by meeting scenario
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objectives quickly and, during a scenario, by controlling villages. Each
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village you control will give you two gold pieces income per turn. When
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you first start a scenario it is usually worthwhile to gain control of
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as many villages as you can to ensure you have sufficient income to wage
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war. You can see your current gold and current income at the top of the
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screen as described in the section on the <<game_screen,game screen>>.
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Save and Load
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^^^^^^^^^^^^^
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At the start of each scenario, your game state is normally saved. If you
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are defeated, you may load it and try again. Once you have succeeded,
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you will again be asked to save the next scenario and play that. If
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you have to stop playing during a scenario, you can save your turn and
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load it again later. Just remember, a good Battle for Wesnoth player
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never needs to save during a scenario. However, most beginners tend to
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do so rather often.
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Playing
|
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-------
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Controls
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~~~~~~~~
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These are the default control keys. Key setup might differ depending on the
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platform used. For example you will often have to use the command key instead
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of the control key when you are using MacOSX. You can change most hotkeys to
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your taste using the Preferences menu.
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.General controls and hotkeys
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`--------------`--------------------------------------------------------------
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F1 The Battle for Wesnoth Help
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Arrow keys Scroll
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Left click Select unit, move unit
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Right click Context menu, cancel action
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Middle click Center on pointer location
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Escape Exit game, exit menu, cancel message
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Ctrl+s Save game
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Ctrl+o Load game
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Ctrl+p Go to Preferences menu
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Ctrl+q Quit game
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Ctrl+f Toggle full screen/windowed mode
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Ctrl+Alt+m Toggle muting of game sounds
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+ Zoom in
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- Zoom out
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0 Reset zoom to default
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Ctrl+e Toggle ellipses
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Ctrl+g Toggle grid
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Ctrl+a Toggle accelerated game mode
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Holding Shift Toggle between accelerated and normal game mode while pressed (temporary!)
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Ctrl+j Show scenario objectives
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s Show statistics
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Alt+s Show status table
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Alt+u Show unit list
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l Move to leader unit
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Shift+s Update shroud now
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------------------------------------------------------------------------------
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.Unit and turn specific hotkeys
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`--------------`--------------------------------------------------------------
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Ctrl+r Recruit unit
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Ctrl+Alt+r Repeat last recruit
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Alt+r Recall unit
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Ctrl+n Rename unit
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d Show the description of the currently selected unit
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t Continue interrupted unit move
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u Undo last move (only deterministic moves can be undone)
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r Redo move
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n Cycle through units that have movement left
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Shift+n Cycle through units that have movement left, in reverse order
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Ctrl+v Show enemy moves (where the enemy can move next turn)
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||
Ctrl+b Show potential enemy moves, if your units were not on the map
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||
1-7 Show how far currently selected unit can move in that many turns
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Space End unit turn and cycle to next unit that has movement left
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Shift+Space Make currently selected unit hold position (end its movement)
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Ctrl+Space End this player's turn
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||
------------------------------------------------------------------------------
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.Whiteboard specific hotkeys
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`--------------`--------------------------------------------------------------
|
||
p Toggle planning mode
|
||
y Execute planned action
|
||
h Delete planned action
|
||
Page Down Move action down in the queue
|
||
Page Up Move action up in the queue
|
||
Ctrl+y Execute all actions
|
||
i Suppose dead
|
||
------------------------------------------------------------------------------
|
||
|
||
.Multiplayer specific hotkeys
|
||
`--------------`--------------------------------------------------------------
|
||
m Message another player (in multiplayer)
|
||
Ctrl+m Message your allies (in multiplayer)
|
||
Alt+m Message everyone in the game (in multiplayer)
|
||
Alt+c View chat log
|
||
Ctrl+x Clear messages
|
||
------------------------------------------------------------------------------
|
||
|
||
.Miscellaneous hotkeys
|
||
`--------------`--------------------------------------------------------------
|
||
Ctrl+c Clear onscreen labels
|
||
/ Search (find label or unit by name)
|
||
Alt+l Attach a text label to a terrain hex
|
||
Ctrl+l Set team label
|
||
|
||
: https://wiki.wesnoth.org/CommandMode[Command mode]
|
||
F5 Refresh Cache
|
||
Shift+c Create Unit (Debug!)
|
||
f Run AI formula
|
||
------------------------------------------------------------------------------
|
||
|
||
Some keys on MacOSX require more than replacing Ctrl by Cmd. Here is a list of
|
||
those:
|
||
|
||
.Miscellaneous hotkeys
|
||
`--------------`--------------------------------------------------------------
|
||
Cmd+w Quit game
|
||
Cmd+, Go to Preferences menu
|
||
Ctrl+F5 Refresh Cache
|
||
Option+Space End this player's turn
|
||
------------------------------------------------------------------------------
|
||
|
||
Gold
|
||
~~~~
|
||
|
||
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.
|
||
|
||
Recruiting and Recalling
|
||
^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
image:images/recruit-1.13.11+dev.png["Recruit dialog"]
|
||
|
||
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.
|
||
|
||
- 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.
|
||
- 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
|
||
<<unit_recall,recalling units>> for more information.
|
||
|
||
Upkeep
|
||
^^^^^^
|
||
|
||
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 (<<traits,see
|
||
below>>). 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.
|
||
|
||
Income
|
||
^^^^^^
|
||
|
||
So, the formula for determining the income per turn is
|
||
|
||
2 + villages − maximum(0, upkeep − villages)
|
||
|
||
where upkeep is equal to the sum of the levels of all your non-loyal
|
||
units.
|
||
|
||
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.
|
||
|
||
Units
|
||
~~~~~
|
||
|
||
Battle for Wesnoth has hundreds of unit types which are characterized
|
||
by a rich set of statistics. In addition, individual units can have
|
||
specific <<traits,traits>> 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.
|
||
|
||
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.
|
||
|
||
Alignment
|
||
^^^^^^^^^
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
The following table shows the effects of different times of the day on
|
||
the damage dealt by lawful, chaotic, and liminal units:
|
||
|
||
.Time of the day and damage
|
||
`-------`----------------------------------------`---------------------`-------`-------`------
|
||
Turn Image Day-phase Lawful Chaotic Liminal
|
||
----------------------------------------------------------------------------------------------
|
||
1 image:images/schedule-dawn.png[] Dawn -- -- --
|
||
2 image:images/schedule-morning.png[] Day (morning) +25% −25% −25%
|
||
3 image:images/schedule-afternoon.png[] Day (afternoon) +25% −25% −25%
|
||
4 image:images/schedule-dusk.png[] Dusk -- -- --
|
||
5 image:images/schedule-firstwatch.png[] Night (first watch) −25% +25% −25%
|
||
6 image:images/schedule-secondwatch.png[] Night (second watch) −25% +25% −25%
|
||
Special image:images/schedule-underground.png[] Underground −25% +25% −25%
|
||
----------------------------------------------------------------------------------------------
|
||
|
||
Keep in mind that some scenarios take place underground, where it is
|
||
perpetually night!
|
||
|
||
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 (`12 \* 1.25`) or 15 points, while the Chaotic unit will do (`12 \*
|
||
0.75`) or 9 points. During First or Second Watch, the Lawful unit would
|
||
do 9 points compared to the Chaotic unit's 15.
|
||
|
||
If an equivalent Neutral unit were fighting, it would always do 12 points
|
||
of damage regardless of the hour.
|
||
|
||
[[traits]]
|
||
Traits
|
||
^^^^^^
|
||
|
||
Units have traits which reflect aspects of their character. Traits are
|
||
assigned randomly to units when they are created. Most units receive
|
||
two traits.
|
||
|
||
The possible traits for most units are as follows:
|
||
|
||
Intelligent::
|
||
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
|
||
'maximum level' units you may wish to recall units with more useful traits.
|
||
Quick::
|
||
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.
|
||
Resilient::
|
||
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.
|
||
Strong::
|
||
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.
|
||
|
||
There are also some traits that are assigned only for certain units or
|
||
only for units of a certain race. These are:
|
||
|
||
Dextrous::
|
||
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.
|
||
Fearless::
|
||
Does not suffer from a negative attack bonus during its unfavorable
|
||
time of day (Heavy Infantry, Necrophage, Trolls, Walking Corpses).
|
||
Feral::
|
||
Units with the Feral trait only receive 50% defense in villages regardless of
|
||
the base terrain the village is on (Bats, Falcons).
|
||
Healthy::
|
||
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.
|
||
|
||
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:
|
||
|
||
Aged::
|
||
The oldest units may have the Aged trait, receiving an 8 points HP decrease and
|
||
having -1 movement and melee damage.
|
||
Dim::
|
||
Units with the Dim trait require 20% more experience to advance.
|
||
Elemental::
|
||
Elemental units aren't alive and thus are immune to poison, and drain and
|
||
plague don't work on them.
|
||
Elemental units generally have 'Elemental' as their only trait.
|
||
Loyal::
|
||
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.
|
||
Mechanical::
|
||
Mechanical units aren't alive and thus are immune to poison, and drain and
|
||
plague don't work on them.
|
||
Mechanical units generally have 'Mechanical' as their only trait.
|
||
Slow::
|
||
Large, unwieldy units with the Slow trait have -1 movement and 5% more hitpoints.
|
||
Undead::
|
||
Undead units are immune to poison, also drain and plague doesn't work on them.
|
||
Undead units generally have 'Undead' as their only trait. Since Undead units
|
||
are the bodies of the dead, risen to fight again, poison has no effect upon
|
||
them. This can make them invaluable in dealing with foes who use poison in
|
||
conjunction with their attacks.
|
||
Weak::
|
||
Units may have the Weak trait, receiving a -1 increment in hitpoints and
|
||
melee damage.
|
||
|
||
Unit Specialties
|
||
^^^^^^^^^^^^^^^^
|
||
|
||
Certain units have special attacks. These are listed below:
|
||
|
||
Backstab::
|
||
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).
|
||
Berserk::
|
||
Whether used offensively or defensively, this attack presses the
|
||
engagement until one of the combatants is slain, or 30 rounds of attacks
|
||
have occurred.
|
||
Charge::
|
||
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.
|
||
Drain::
|
||
This unit drains health from living units, healing itself for half the amount
|
||
of damage it deals (rounded down).
|
||
Firststrike::
|
||
This unit always strikes first with this attack, even if they are defending.
|
||
Magical::
|
||
This attack always has a 70% chance to hit regardless of the defensive
|
||
ability of the unit being attacked.
|
||
Marksman::
|
||
When used offensively, this attack always has at least a 60% chance to hit.
|
||
Plague::
|
||
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.
|
||
Poison::
|
||
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.
|
||
Slow::
|
||
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.
|
||
Petrify::
|
||
This attack petrifies the target, turning it to stone. Units that
|
||
have been petrified may not move or attack.
|
||
Swarm::
|
||
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.
|
||
|
||
Abilities
|
||
^^^^^^^^^
|
||
|
||
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:
|
||
|
||
Ambush::
|
||
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.
|
||
Concealment::
|
||
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.
|
||
Cures::
|
||
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.
|
||
Feeding::
|
||
This unit gains 1 hitpoint added to its maximum whenever it kills a unit,
|
||
except units that are immune to plague.
|
||
Heals +4::
|
||
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.
|
||
Heals +8::
|
||
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.
|
||
Illuminates::
|
||
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.
|
||
Leadership::
|
||
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.
|
||
Nightstalk::
|
||
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.
|
||
Regenerates::
|
||
This unit will heal itself 8HP per turn. If it is poisoned, it will
|
||
remove the poison instead of healing.
|
||
Skirmisher::
|
||
This unit is skilled in moving past enemies quickly, and ignores all enemy
|
||
Zones of Control.
|
||
Steadfast::
|
||
This unit's resistances are doubled, up to a maximum of 50%, when
|
||
defending. Vulnerabilities are not affected.
|
||
Submerge::
|
||
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.
|
||
Teleport::
|
||
This unit may teleport between any two friendly villages using one of its
|
||
moves.
|
||
|
||
Experience
|
||
^^^^^^^^^^
|
||
|
||
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:
|
||
|
||
.Experience bonuses for killing or fighting enemies of different levels
|
||
`------------`-----------`-------------
|
||
enemy level kill bonus fighting bonus
|
||
---------------------------------------
|
||
0 4 0
|
||
1 8 1
|
||
2 16 2
|
||
3 24 3
|
||
4 32 4
|
||
5 40 5
|
||
6 48 6
|
||
---------------------------------------
|
||
|
||
[[unit_recall]]
|
||
Recalling units
|
||
^^^^^^^^^^^^^^^
|
||
|
||
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.
|
||
|
||
Moving
|
||
~~~~~~
|
||
|
||
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 `n` or `N` keys) or by right-clicking
|
||
(Command-click on a Mac) anywhere on the map. The <<orbs,orbs>> 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.
|
||
|
||
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 'goto-mode'. In
|
||
'goto-mode' 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 'goto'.
|
||
|
||
Moving onto a village that is neutral or owned by an enemy will take
|
||
ownership of it and end your move for that unit.
|
||
|
||
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.
|
||
|
||
Zone of Control
|
||
^^^^^^^^^^^^^^^
|
||
|
||
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.
|
||
|
||
[[orbs]]
|
||
Orbs
|
||
^^^^
|
||
|
||
On the top of the energy bar shown next to each unit of yours is an
|
||
orb. This orb is:
|
||
|
||
.Orbs
|
||
`------`------------------------------------------`-----------------------------
|
||
Orb Image Description
|
||
--------------------------------------------------------------------------------
|
||
Green image:images/orb-green.jpg["Green orb"] If you control the unit and \
|
||
it hasn't moved this turn
|
||
Yellow image:images/orb-yellow.jpg["Yellow orb"] If you control the unit and \
|
||
it has moved this turn, but \
|
||
could still move further or \
|
||
attack
|
||
Red image:images/orb-red.jpg["Red orb"] If you control the unit, but \
|
||
it can no longer move or \
|
||
attack, or the user ended \
|
||
the unit's turn
|
||
Blue image:images/orb-blue.jpg["Blue orb"] If the unit is an ally you \
|
||
do not control
|
||
- image:images/orb-none.jpg["No orb"] Enemy units have no orb on \
|
||
the top of their energy bar
|
||
--------------------------------------------------------------------------------
|
||
|
||
Ellipses, Team Colors, and Hero Icons
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Below each unit there will normally be a colored ellipses or base. The
|
||
color identifies its team; in a campaign game, the human-player color is
|
||
red. The team color will also show up in parts of the unit's clothing,
|
||
or possibly on a shield insignia.
|
||
|
||
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.
|
||
|
||
Some campaigns use a star-shaped base to indicate leaders and heroes
|
||
(units which are somehow special and for example not allowed to die in
|
||
the course of the scenario); others use a silver crown icon above the
|
||
energy bar to mark heroes. Still others have no specific hero indicator
|
||
at all. Which (if any) is used is a stylistic choice left to campaign
|
||
designers.
|
||
|
||
Fighting
|
||
~~~~~~~~
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
Attack types
|
||
^^^^^^^^^^^^
|
||
|
||
- *Blade*: Weapons with a cutting edge, used to chop pieces of flesh from
|
||
a foe. Examples: dagger, scimitar, saber, drake claws.
|
||
- *Piercing*: 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.
|
||
- *Impact*: Weapons having neither a sharp point nor a cutting edge,
|
||
but heavy enough to break an enemy's bones. Examples: mace, staff,
|
||
Troll fist.
|
||
- *Cold*: Weapons based on cold or ice missiles. Example: A Dark Adepts's
|
||
chill wave.
|
||
- *Fire*: Weapons using fire to roast the foe like a chicken. Example:
|
||
A drake's fire breath.
|
||
- *Arcane*: An attack that dispels the magic animating zombies,
|
||
specters, and other undead creatures and spirits. Example: A white
|
||
mage's magic attack.
|
||
|
||
Resistance
|
||
^^^^^^^^^^
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
Using the best attack type against enemy units will substantially
|
||
increase your chances of killing them.
|
||
|
||
Healing
|
||
~~~~~~~
|
||
|
||
A unit may be healed a maximum of 8 hitpoints per turn. A unit that
|
||
does not move or fight during a turn is _resting_ and will recover 2
|
||
hitpoints. Hitpoints recovered through _resting_ 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.
|
||
|
||
There are two basic ways for a unit to be healed:
|
||
|
||
- Waiting in a village. The unit will heal 8 hitpoints every turn.
|
||
- Being adjacent to units with the 'heals' ability. The number of
|
||
hitpoints healed is specified in the unit's ability description. This
|
||
is invariably 'heals +4' or 'heals +8'.
|
||
|
||
Regeneration
|
||
^^^^^^^^^^^^
|
||
|
||
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.
|
||
|
||
Poison
|
||
^^^^^^
|
||
|
||
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 'cures'
|
||
ability. Units with the 'heals' 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.
|
||
|
||
Some other hints about healing:
|
||
|
||
- A unit may take several turns to be fully healed.
|
||
- 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.
|
||
- Healers do not heal enemy units.
|
||
- Healers cannot heal themselves, but see next point.
|
||
- Use your healers in pairs, so they can heal each other if needed.
|
||
- Multiple healers from different allied sides can heal the same unit
|
||
and speed up healing.
|
||
- Trolls and Woses cannot regenerate other units.
|
||
- Trolls and Woses cure themselves from poison as a village does.
|
||
|
||
|
||
Strategy and Tips
|
||
-----------------
|
||
|
||
[[basic_strategy]]
|
||
Basic Strategy
|
||
~~~~~~~~~~~~~~
|
||
|
||
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.
|
||
|
||
Don't waste units
|
||
^^^^^^^^^^^^^^^^^
|
||
|
||
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!
|
||
|
||
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.
|
||
|
||
Out of the enemy's reach
|
||
^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
[[zoc]]
|
||
Shield with your zone of control (ZOC)
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
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).
|
||
|
||
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.
|
||
|
||
Maintain a defensive line
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
Rotate your troops
|
||
^^^^^^^^^^^^^^^^^^
|
||
|
||
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.
|
||
|
||
Note that your units can pass through hexes containing your own troops.
|
||
|
||
Use the terrain
|
||
^^^^^^^^^^^^^^^
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
Attacking and choosing your targets
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
Time of Day
|
||
^^^^^^^^^^^
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
Experience
|
||
^^^^^^^^^^
|
||
|
||
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.
|
||
|
||
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 'steal' kills in this way to advance levels.
|
||
|
||
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.
|
||
|
||
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.
|
||
|
||
Getting the Most Fun Out of the Game
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
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:
|
||
|
||
- 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.
|
||
- 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.
|
||
- 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.
|
||
- 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.
|
||
- 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 'perfect'
|
||
game where you never lose a unit, by all means, go right ahead!
|
||
|
||
At the start of a scenario
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
- 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.
|
||
- Look at the map: the terrain, the position of your leader and the
|
||
other leader(s).
|
||
- 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.
|
||
|
||
During the scenario
|
||
^^^^^^^^^^^^^^^^^^^
|
||
|
||
- Try to capture and keep control of as many villages as possible to
|
||
keep the gold coming in.
|
||
- 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.
|
||
- 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.
|
||
- 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.
|
||
- 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).
|
||
- 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).
|
||
- Losing units is expected, even advanced units.
|
||
- Time of day really matters:
|
||
* lawful units do more damage at day and less damage at night
|
||
* chaotic units do more damage at night and less damage at day
|
||
* 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.
|
||
- 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.
|
||
|
||
Healing
|
||
^^^^^^^
|
||
|
||
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.
|
||
|
||
Winning a scenario
|
||
^^^^^^^^^^^^^^^^^^
|
||
|
||
- Advanced units are needed to quickly kill enemy commanders, and to
|
||
avoid losing lots of units.
|
||
- 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.
|
||
- Killing all enemy leaders usually gives instant victory.
|
||
|
||
More general tips
|
||
^^^^^^^^^^^^^^^^^
|
||
|
||
- 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).
|
||
- Advanced units have higher upkeep than lower level units (1 gp per
|
||
level), loyal units are an exception.
|
||
|
||
// vim: set syntax=asciidoc:
|