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<?xml version="1.0" encoding="UTF-8"?>
<!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 V1.78.0" /></head><body><div xml:lang="en" class="book" lang="en"><div class="titlepage"><div><div><h1 class="title"><a id="idm140070373550816"></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="#idm140070368077392">General controls and hotkeys</a></dt><dt>2.2. <a href="#idm140070368037376">Unit and turn specific hotkeys</a></dt><dt>2.3. <a href="#idm140070368010032">Whiteboard specific hotkeys</a></dt><dt>2.4. <a href="#idm140070367997760">Multiplayer specific hotkeys</a></dt><dt>2.5. <a href="#idm140070367987792">Miscellaneous hotkeys</a></dt><dt>2.6. <a href="#idm140070367972112">Miscellaneous hotkeys</a></dt><dt>2.7. <a href="#idm140070367962736">Pandora specific controls and hotkeys</a></dt><dt>2.8. <a href="#idm140070367930384">Time of the day and damage</a></dt><dt>2.9. <a href="#idm140070367809424">Experience bonuses for killing or fighting enemies of different levels</a></dt><dt>2.10. <a href="#idm140070367778240">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
veterans. In later games, recall your toughest warriors and form a
deadly host against whom none can stand! Choose units from a large pool
of specialists, and hand pick a force with the right strengths to fight
well on different terrains against all manner of opposition.</p><p>Wesnoth has many different sagas waiting to be played out. You can
battle orcs, undead, and bandits on the marches of the Kingdom of
Wesnoth; fight alongside dragons in the lofty peaks, elves in the
green reaches of the Aethenwood, dwarves in the great halls of Knalga,
or even merfolk in the Bay of Pearls. You can fight to regain the
throne of Wesnoth, or use your dread power over the Undead to dominate
the land of mortals, or lead your glorious Orcish tribe to victory
against the humans who dared despoil your lands.</p><p>You will be able to select from among over two hundred unit types
(infantry, cavalry, archers, and mages are just the beginning) and
fight actions ranging from small-unit ambushes to clashes of vast
armies. You can also challenge your friends – or strangers – and fight
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
custom units, write your own scenarios, and even script full-blown
campaigns. User-maintained content is available from an add-on server,
and the very best of it is incorporated into Battle for Wesnoth’s
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
generally divided into three areas: the Northlands, which are
generally lawless; the kingdom of Wesnoth and its occasional
principality, Elensefar; and the domain of the Southwest Elves in the
Aethenwood and beyond.</p><p>The Kingdom of Wesnoth lies in the center of this land. Its borders
are the Great River to the north, the Dulatus Hills in the east and
south, the edge of the Aethenwood to the southwest, and the Ocean to
the west. Elensefar, a once-province of Wesnoth, is bordered by the
Great River to the north, a loosely defined line with Wesnoth to the
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
groups of orcs, dwarves, barbarians and elves populate the region. To
the north and east lies the forest of Lintanir, where the great
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
and gather the income required to support your army. You will also
have to cross mountains and rivers, push through forests, hills and
tundra, and cross open grassland. In each of these areas different
creatures have adapted to live there and can travel more easily and
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,
drakes, saurians, mermen, nagas, and many other races yet more obscure
and wondrous. In accursed lands walk undead and ghosts and specters;
monsters lurk in its ruins and dungeons. Each has adapted to
particular terrains. Humans inhabit primarily the temperate
grasslands. In the hills, mountains and underground caves orcs and
dwarves are most at home. In the forests the elves reign supreme. In
the oceans and rivers mermen and nagas dominate.</p><p>For game purposes, the races group into factions; for example, orcs
often cooperate with trolls, and elves or dwarves with humans. Some
other factions reflect divisions within human society — loyalists
vs. outlaws, for example. In most campaigns, you will control units
drawn a single faction. But sometimes factions make alliances with
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
of buttons called the Main Menu. The buttons only work with a mouse. For
the impatient, we recommend you: click the "Language" button to set
your language; then click the "Tutorial" button to run the tutorial;
and then play the campaign, "A Tale of Two Brothers" by clicking the "Campaign"
button and selecting it from the list provided.</p><p><span class="inlinemediaobject"><img src="images/main-menu-1.11.9.jpg" alt="Main Menu" /></span></p><div class="variablelist"><dl class="variablelist"><dt><span class="term">
Tutorial
</span></dt><dd>
The tutorial is a real, but basic, game which teaches you some of
the basic controls needed to play the game. Winning or losing is not
important here, but learning what to do is. Click the Tutorial button to
play. In the Tutorial you are in the role of the prince Konrad or the
princess Li’sar, learning from the Elder Mage Delfador — pay attention
or he might turn
you into a newt.
</dd><dt><span class="term">
Campaign
</span></dt><dd>
Wesnoth was primarily designed to play campaigns. Campaigns are a series
of connected scenarios. Click this button to start a new campaign. You
will be presented with a list of campaigns available on your computer
(more can be downloaded if you wish). Select your campaign and click
OK to start or Cancel to quit. Each campaign has a difficulty level:
easy, medium (normal), and hard. We recommend medium as this level is
challenging, but not difficult. You may not change the difficulty during
the campaign. In case you have serious problems fighting your way
through easy difficulty, the guide about
<a class="link" href="#basic_strategy" title="3.1. Basic Strategy">Basic Strategy</a> will surely help you. Once you have
selected the difficulty, you will start with the first scenario of the
campaign.
</dd><dt><span class="term">
Multiplayer
</span></dt><dd>
Click this button to play single scenarios against one or more
opponents. You can play the games over the internet or at your computer,
against computer or human opponents. When you select this button a
dialogue will appear and allow you to choose how you want to play the
scenario. To learn more, see <a class="link" href="#scenarios" title="1.3.2. Scenarios">scenarios</a>.
</dd><dt><span class="term">
Load
</span></dt><dd>
Click this button to load a previously saved game. You will be shown
a dialogue listing saved games. Select the game and click Ok to load
and continue, or Cancel to return to the Main Menu. If you select a
replay game, you can check the Replay check box. The loaded game will
make all the moves from the beginning while you watch.
</dd><dt><span class="term">
Add-ons
</span></dt><dd>
Click this button to enter the content server where a whole lot of
content created by normal users is hosted. Among the things available there
are many campaigns, multiplayer eras (defining factions for multiplayer
games) and multiplayer maps. With the "Remove Add-ons" button you can remove
them again once you do not want them anymore.
</dd><dt><span class="term">
Map Editor
</span></dt><dd>
Click this button to start the Map Editor where you can create custom maps
for multiplayer games or for building your own campaign upon.
</dd><dt><span class="term">
Language
</span></dt><dd>
Click this button, select your language, and click OK to use it, or
Cancel to continue with the current language. The first time Wesnoth
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.
</dd><dt><span class="term">
Preferences
</span></dt><dd>
Click here to change default settings.
</dd><dt><span class="term">
Credits
</span></dt><dd>
Click this button for a list of major Wesnoth contributors. You
will often be able to reach them in real time at
irc.freenode.org:6667 on #wesnoth.
</dd><dt><span class="term">
Quit
</span></dt><dd>
Click this button to close Wesnoth.
</dd><dt><span class="term">
Help
</span></dt><dd>
Click this button to open the integrated in game Help System. It will provide
you with information about units and all other gameplay relevant things of the
game. Most of those things are mentioned in this manual.
</dd><dt><span class="term">
Next
</span></dt><dd>
Click this button to read the next little tip from the "Tome of Wesnoth".
</dd><dt><span class="term">
Previous
</span></dt><dd>
Click this button to read the previous little tip from the "Tome of Wesnoth".
</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">
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><div class="section"><div class="titlepage"><div><div><h3 class="title"><a id="_campaigns"></a>1.3.1. Campaigns</h3></div></div></div><p>Campaigns are sequences of battles with a connecting
storyline. Typical 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
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
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. You cannot carry over units in multiplayer
from one scenario to the next, so 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-1.11.9.jpg" 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="http://www.wesnoth.org/forum" 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="http://wesnoth.org/wiki/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-1.11.9.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-1.11.9.jpg" 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><li class="listitem">
Current hex position (x-coordinate, y-coordinate)
</li><li class="listitem">
Defense and movement of the currently selected unit on the marked hex
</li><li class="listitem">
Current hex type
</li></ol></div><p><span class="inlinemediaobject"><img src="images/right_pane-1.11.9.jpg" 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">
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>These are the default control keys. Key setup might differ depending on the
platform used. For example you will often have to use the command key instead
of the control key when you are using MacOSX. You can change most hotkeys to
your taste using the Preferences menu.</p><div class="table"><a id="idm140070368077392"></a><p class="title"><strong>Table 2.1. General controls and hotkeys</strong></p><div class="table-contents"><table summary="General controls and hotkeys" cellpadding="4px" style="border-collapse: collapse;border-top: 3px solid #527bbd; border-bottom: 3px solid #527bbd; "><colgroup><col align="left" /><col align="left" /></colgroup><tbody><tr><td style="" align="left">
F1
</td><td style="" align="left">
The Battle for Wesnoth Help
</td></tr><tr><td style="" align="left">
Arrow keys
</td><td style="" align="left">
Scroll
</td></tr><tr><td style="" align="left">
Left click
</td><td style="" align="left">
Select unit, move unit
</td></tr><tr><td style="" align="left">
Right click
</td><td style="" align="left">
Context menu, cancel action
</td></tr><tr><td style="" align="left">
Middle click
</td><td style="" align="left">
Center on pointer location
</td></tr><tr><td style="" align="left">
Escape
</td><td style="" align="left">
Exit game, exit menu, cancel message
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
Ctrl+s
</td><td style="" align="left">
Save game
</td></tr><tr><td style="" align="left">
Ctrl+o
</td><td style="" align="left">
Load game
</td></tr><tr><td style="" align="left">
Ctrl+p
</td><td style="" align="left">
Go to Preferences menu
</td></tr><tr><td style="" align="left">
Ctrl+q
</td><td style="" align="left">
Quit game
</td></tr><tr><td style="" align="left">
Ctrl+f
</td><td style="" align="left">
Toggle full screen/windowed mode
</td></tr><tr><td style="" align="left">
Ctrl+Alt+m
</td><td style="" align="left">
Toggle muting of game sounds
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
+
</td><td style="" align="left">
Zoom in
</td></tr><tr><td style="" align="left">
-
</td><td style="" align="left">
Zoom out
</td></tr><tr><td style="" align="left">
0
</td><td style="" align="left">
Reset zoom to default
</td></tr><tr><td style="" align="left">
Ctrl+e
</td><td style="" align="left">
Toggle ellipses
</td></tr><tr><td style="" align="left">
Ctrl+g
</td><td style="" align="left">
Toggle grid
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
Ctrl+a
</td><td style="" align="left">
Toggle accelerated game mode
</td></tr><tr><td style="" align="left">
Holding Shift
</td><td style="" align="left">
Toggle between accelerated and normal game mode while pressed (temporary!)
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
Ctrl+j
</td><td style="" align="left">
Show scenario objectives
</td></tr><tr><td style="" align="left">
s
</td><td style="" align="left">
Show statistics
</td></tr><tr><td style="" align="left">
Alt+s
</td><td style="" align="left">
Show status table
</td></tr><tr><td style="" align="left">
Alt+u
</td><td style="" align="left">
Show unit list
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
l
</td><td style="" align="left">
Move to leader unit
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
Shift+s
</td><td style="" align="left">
Update shroud now
</td></tr></tbody></table></div></div><br class="table-break" /><div class="table"><a id="idm140070368037376"></a><p class="title"><strong>Table 2.2. Unit and turn specific hotkeys</strong></p><div class="table-contents"><table summary="Unit and turn specific hotkeys" cellpadding="4px" style="border-collapse: collapse;border-top: 3px solid #527bbd; border-bottom: 3px solid #527bbd; "><colgroup><col align="left" /><col align="left" /></colgroup><tbody><tr><td style="" align="left">
Ctrl+r
</td><td style="" align="left">
Recruit unit
</td></tr><tr><td style="" align="left">
Ctrl+Alt+r
</td><td style="" align="left">
Repeat last recruit
</td></tr><tr><td style="" align="left">
Alt+r
</td><td style="" align="left">
Recall unit
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
Ctrl+n
</td><td style="" align="left">
Rename unit
</td></tr><tr><td style="" align="left">
d
</td><td style="" align="left">
Show the description of the currently selected unit
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
t
</td><td style="" align="left">
Continue interrupted unit move
</td></tr><tr><td style="" align="left">
u
</td><td style="" align="left">
Undo last move (only deterministic moves can be undone)
</td></tr><tr><td style="" align="left">
r
</td><td style="" align="left">
Redo move
</td></tr><tr><td style="" align="left">
n
</td><td style="" align="left">
Cycle through units that have movement left
</td></tr><tr><td style="" align="left">
Shift+n
</td><td style="" align="left">
Cycle through units that have movement left, in reverse order
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
Ctrl+v
</td><td style="" align="left">
Show enemy moves (where the enemy can move next turn)
</td></tr><tr><td style="" align="left">
Ctrl+b
</td><td style="" align="left">
Show potential enemy moves, if your units were not on the map
</td></tr><tr><td style="" align="left">
1-7
</td><td style="" align="left">
Show how far currently selected unit can move in that many turns
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
Space
</td><td style="" align="left">
End unit turn and cycle to next unit that has movement left
</td></tr><tr><td style="" align="left">
Shift+Space
</td><td style="" align="left">
Make currently selected unit hold position (end its movement)
</td></tr><tr><td style="" align="left">
Ctrl+Space
</td><td style="" align="left">
End this player’s turn
</td></tr></tbody></table></div></div><br class="table-break" /><div class="table"><a id="idm140070368010032"></a><p class="title"><strong>Table 2.3. Whiteboard specific hotkeys</strong></p><div class="table-contents"><table summary="Whiteboard specific hotkeys" cellpadding="4px" style="border-collapse: collapse;border-top: 3px solid #527bbd; border-bottom: 3px solid #527bbd; "><colgroup><col align="left" /><col align="left" /></colgroup><tbody><tr><td style="" align="left">
p
</td><td style="" align="left">
Toggle planning mode
</td></tr><tr><td style="" align="left">
y
</td><td style="" align="left">
Execute planned action
</td></tr><tr><td style="" align="left">
h
</td><td style="" align="left">
Delete planned action
</td></tr><tr><td style="" align="left">
Page Down
</td><td style="" align="left">
Move action down in the queue
</td></tr><tr><td style="" align="left">
Page Up
</td><td style="" align="left">
Move action up in the queue
</td></tr><tr><td style="" align="left">
Ctrl+y
</td><td style="" align="left">
Execute all actions
</td></tr><tr><td style="" align="left">
i
</td><td style="" align="left">
Suppose dead
</td></tr></tbody></table></div></div><br class="table-break" /><div class="table"><a id="idm140070367997760"></a><p class="title"><strong>Table 2.4. Multiplayer specific hotkeys</strong></p><div class="table-contents"><table summary="Multiplayer specific hotkeys" cellpadding="4px" style="border-collapse: collapse;border-top: 3px solid #527bbd; border-bottom: 3px solid #527bbd; "><colgroup><col align="left" /><col align="left" /></colgroup><tbody><tr><td style="" align="left">
m
</td><td style="" align="left">
Message another player (in multiplayer)
</td></tr><tr><td style="" align="left">
Ctrl+m
</td><td style="" align="left">
Message your allies (in multiplayer)
</td></tr><tr><td style="" align="left">
Alt+m
</td><td style="" align="left">
Message everyone in the game (in multiplayer)
</td></tr><tr><td style="" align="left">
Alt+c
</td><td style="" align="left">
View chat log
</td></tr><tr><td style="" align="left">
Ctrl+x
</td><td style="" align="left">
Clear messages
</td></tr></tbody></table></div></div><br class="table-break" /><div class="table"><a id="idm140070367987792"></a><p class="title"><strong>Table 2.5. Miscellaneous hotkeys</strong></p><div class="table-contents"><table summary="Miscellaneous hotkeys" cellpadding="4px" style="border-collapse: collapse;border-top: 3px solid #527bbd; border-bottom: 3px solid #527bbd; "><colgroup><col align="left" /><col align="left" /></colgroup><tbody><tr><td style="" align="left">
Ctrl+c
</td><td style="" align="left">
Clear onscreen labels
</td></tr><tr><td style="" align="left">
/
</td><td style="" align="left">
Search (find label or unit by name)
</td></tr><tr><td style="" align="left">
Alt+l
</td><td style="" align="left">
Attach a text label to a terrain hex
</td></tr><tr><td style="" align="left">
Ctrl+l
</td><td style="" align="left">
Set team label
</td></tr><tr><td style="" align="left">
</td><td style="" align="left">
</td></tr><tr><td style="" align="left">
:
</td><td style="" align="left">
<a class="ulink" href="http://www.wesnoth.org/wiki/CommandMode" target="_top">Command mode</a>
</td></tr><tr><td style="" align="left">
F5
</td><td style="" align="left">
Refresh Cache
</td></tr><tr><td style="" align="left">
Shift+c
</td><td style="" align="left">
Create Unit (Debug!)
</td></tr><tr><td style="" align="left">
f
</td><td style="" align="left">
Run AI formula
</td></tr></tbody></table></div></div><br class="table-break" /><p>Some keys on MacOSX require more than replacing Ctrl by Cmd. Here is a list of
those:</p><div class="table"><a id="idm140070367972112"></a><p class="title"><strong>Table 2.6. Miscellaneous hotkeys</strong></p><div class="table-contents"><table summary="Miscellaneous hotkeys" cellpadding="4px" style="border-collapse: collapse;border-top: 3px solid #527bbd; border-bottom: 3px solid #527bbd; "><colgroup><col align="left" /><col align="left" /></colgroup><tbody><tr><td style="" align="left">
Cmd+w
</td><td style="" align="left">
Quit game
</td></tr><tr><td style="" align="left">
Cmd+,
</td><td style="" align="left">
Go to Preferences menu
</td></tr><tr><td style="" align="left">
Ctrl+F5
</td><td style="" align="left">
Refresh Cache
</td></tr><tr><td style="" align="left">
Option+Space
</td><td style="" align="left">
End this player’s turn
</td></tr></tbody></table></div></div><br class="table-break" /><p>Some hotkeys were changed slightly to make better use of the controls provided
by the Pandora. If you are using a Pandora, these keys differ from the lists
above:</p><div class="table"><a id="idm140070367962736"></a><p class="title"><strong>Table 2.7. Pandora specific controls and hotkeys</strong></p><div class="table-contents"><table summary="Pandora specific controls and hotkeys" cellpadding="4px" style="border-collapse: collapse;border-top: 3px solid #527bbd; border-bottom: 3px solid #527bbd; "><colgroup><col align="left" /><col align="left" /></colgroup><tbody><tr><td style="" align="left">
D-Pad
</td><td style="" align="left">
Scroll
</td></tr><tr><td style="" align="left">
GamingButton A
</td><td style="" align="left">
Recruit unit
</td></tr><tr><td style="" align="left">
GamingButton B
</td><td style="" align="left">
Undo last move (only deterministic moves can be undone)
</td></tr><tr><td style="" align="left">
GamingButton X
</td><td style="" align="left">
Cycle through units that have movement left
</td></tr><tr><td style="" align="left">
GamingButton Y
</td><td style="" align="left">
Recall unit
</td></tr><tr><td style="" align="left">
Alt+GamingButton Y
</td><td style="" align="left">
Move action down queue
</td></tr><tr><td style="" align="left">
Alt+GamingButton X
</td><td style="" align="left">
Move action up queue
</td></tr></tbody></table></div></div><br class="table-break" /></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-1.11.9.jpg" 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="idm140070367930384"></a><p class="title"><strong>Table 2.8. Time of the day and damage</strong></p><div class="table-contents"><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">
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><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></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">
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">
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">
Mechanical
</span></dt><dd>
Mechanical units aren’t alive and thus are immune to poison, also drain and
plague doesn’t work on them.
Mechanical units generally have <span class="emphasis"><em>Mechanical</em></span> as their only trait.
</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">
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="idm140070367809424"></a><p class="title"><strong>Table 2.9. Experience bonuses for killing or fighting enemies of different levels</strong></p><div class="table-contents"><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">