https://wiki.wesnoth.org/api.php?action=feedcontributions&user=Taptap&feedformat=atomThe Battle for Wesnoth Wiki - User contributions [en]2024-03-29T10:24:14ZUser contributionsMediaWiki 1.31.16https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=59637Guide to UMC Content2018-05-16T07:04:04Z<p>Taptap: /* The Tale of Vaniyera */</p>
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<div>This is a guide to the current user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
This list covers add-ons for the latest (1.14) release of Wesnoth. There are archived versions of this page for [[Guide_to_UMC_Content/1.10|1.10]] and [[Guide_to_UMC_Content/1.12|1.12]].<br />
<br />
For content creators who loved an add-on that hasn't been added to 1.14 yet, and are wondering about taking it over, please ensure that its entry on the older (1.12 or 1.10) wiki page is up to date, add a link to the add-on's feedback thread in the forums, and generally do the tidy-up that doesn't need you to start changing the campaign, and then ask the old maintainer. (You should probably also wait until the end of May 2018 before assuming that a maintainer isn't already porting to 1.14).<br />
<br />
If you are looking for even more campaigns, please see the links in at the bottom of this page.<br />
<br />
== Instructions ==<br />
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article ("A", "An", or "The").<br />
<br />
=== Blueprint for Campaigns ===<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b> status, version that this status was checked with<br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
** <b>Not uploaded, but uploaded for 1.13</b> = The work of porting to 1.14 has started, but it's still only for a development version of Wesnoth<br />
<br />
* <b>Length:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
=== Blueprint for Eras ===<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status 1.14:</b><br />
** see the list of statuses in the campaign blueprint<br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.14.x ==<br />
<br />
=== Campaigns ===<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Complete 1.10.0<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
==== Danse Macabre ====<br />
<br />
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''<br />
<br />
'''Author:''' kamikaze<br />
<br />
'''Maintainer:''' James_The_Invisible<br />
<br />
'''Status:''' Completed, 1.3.2<br />
<br />
'''Length:''' 12 scenarios<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Large Battle<br />
<br />
'''Faction/Era:''' Default, undead<br />
<br />
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33745<br />
<br />
'''Note:''' While the campaign is playable on Wesnoth 1.14 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].<br />
<br />
<br />
==== Dawn of Thunder ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' Not uploaded, but uploaded for 1.13<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Final Exam ====<br />
<br />
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''<br />
<br />
'''Author:''' Elven<br />
<br />
'''Status:''' Not uploaded, but uploaded for 1.13<br />
<br />
'''Length:''' 4 scenarios<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Default, Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23398<br />
<br />
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' Not uploaded, but uploaded for 1.13<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== The North Wind ====<br />
<br />
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''<br />
<br />
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''<br />
<br />
'''Author:''' aelius, Deusite; pyndragon<br />
<br />
'''Status:''' WIP, 0.3.0<br />
<br />
'''Length:''' 1 playable scenario, 6 intended<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish, Survival<br />
<br />
'''Faction/Era:''' Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=42854<br />
<br />
<br />
==== Return from the Abyss ====<br />
<br />
''After taking part to a disastrous expedition, Khafir and his men are lost and isolated from their people, thousands of miles away from home, bound by a pact sealed with a powerful dwarvish king. Help him escape from the depth of Irdya and finding his way back, in an adventure across two worlds during the rise of a sinister force in the Great Continent.''<br />
<br />
'''Author:''' skeptical_troll<br />
<br />
'''Status:''' finished<br />
<br />
'''Length:''' 19 playable scenario + 10 story only<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Dunefolk/Default<br />
<br />
'''Forum:''' https://forums.wesnoth.org/viewtopic.php?f=8&t=44545<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Mainlined (this is now one of the campaigns that is downloaded with Wesnoth itself)<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
'''Walkthrough:''' [[Secrets of the Ancients Walkthrough]]<br />
<br />
<br />
==== Stormtrooper ====<br />
<br />
''A story of a freshly recruited, cowardly Stormtrooper trying to make his name in the Land of Close Combat. (don't ask what it means, you don't have to know to play and enjoy it)''<br />
<br />
'''Author:''' Szturmowiec<br />
<br />
'''Status:''' Not uploaded, but uploaded for 1.13<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Difficulty:''' Hard (balancing issues may occur)<br />
<br />
'''Style:''' Skirmish, some battles are hard to tell (may be a bit too big to call it a skirmish, but still not very big), one big battle<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=46348<br />
<br />
<br />
==== The Tale of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Finished 0.11.0<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' https://forums.wesnoth.org/viewtopic.php?f=8&t=37880<br />
<br />
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0<br />
<br />
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Not uploaded, but uploaded for 1.13<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Not uploaded, but uploaded for 1.13<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== War of Legends ====<br />
<br />
'''Description:''' An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Maintainer:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Status:''' Not uploaded, but uploaded for 1.13<br />
<br />
'''Factions:'''<br />
<br />
# Aragwaithi<br />
# Windsong<br />
# Human Alliance<br />
# Orcish Union<br />
# Southerners<br />
# Outlaws<br />
# Elementals<br />
# Undead<br />
# Drakes<br />
# Dark Legion<br />
# Sylvans<br />
# Minotaurs<br />
# Vampires<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
<br />
==== Era of Magic(EoMa) ====<br />
<br />
'''Description:''' Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
<br />
'''Author:''' Inferno8<br />
<br />
'''Maintainer:''' Inferno8<br />
<br />
'''Status:''' Finished, 3.1<br />
<br />
'''Faction Descriptions:'''<br />
<br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
'''Version:''' 1.1.1 (February 18th, 2015)<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
<br />
'''Description:''' Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.<br />
<br />
'''Author:''' mnewton1, Ravana and various<br />
<br />
'''Maintainer:''' Ravana<br />
<br />
'''Status:''' Finished, 4.19<br />
<br />
'''Unit Tree:''' [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree (for 1.12)]<br />
<br />
'''Factions List:''' Currently there are 91 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
'''Git:''' [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11] and also for 1.12 and 1.14<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]<br />
<br />
<br />
==== Imperial Era (IE) ====<br />
<br />
'''Description:''' One of the oldest maintained user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.<br />
<br />
'''Author:''' Orbivm Project (but really Turin)<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete, 0.23<br />
<br />
'''Faction Descriptions:'''<br />
<br />
# Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in "Fall of Silvium".<br />
# Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in "Tale of Vaniyera".<br />
# Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the "Alfhelm the Wise" campaign.<br />
# Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in "Up from Slavery".<br />
# Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in "Gali's Contract"<br />
# Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.<br />
# Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.<br />
<br />
'''Wiki:''' [[Orbivm]]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]<br />
<br />
== Additional info ==<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[:Category:User-made Campaigns - Walkthroughs|Walkthroughs for user-made campaigns]]<br />
* [https://r.wesnoth.org/t37476 forum thread] for this page<br />
* [[Guide_to_UMC_Content/1.12|Guide to user-made content (UMC) for Battle for Wesnoth 1.12]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [https://r.wesnoth.org/t36733 thread discussing 1.8 UMC that wasn't ported to 1.10]<br />
* [https://r.wesnoth.org/t48086 thread discussing all UMC that hasn't been ported to 1.14]<br />
* [http://addons.wesnoth.org the addon server]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Choosing_your_palette&diff=58375Choosing your palette2017-04-19T09:10:51Z<p>Taptap: </p>
<hr />
<div>== Introduction ==<br />
When choosing colours for your sprite art it is usually best to use already existing (mainline or UMC) palettes. But what can you do when you want to create your own, individual units?<br />
<br />
I'll try to give you a short lesson -and hopefully some insights- into colour theory.<br />
<br />
== Analysing existing art ==<br />
Some of the newer mainline sprites use a lot of shades you (at first) wouldn't expect. Before creating your own images it is good to look at and analyse them.<br />
Good examples are the Firedragon(green and purple shadows) and Elvish Outrider(yellow highlights on metall)<br />
<br />
http://units.wesnoth.org/1.12/pics/core$images$units$monsters$fire-dragon.png<br />
<br />
http://units.wesnoth.org/1.12/pics/core$images$units$elves-wood$outrider$outrider.png<br />
<br />
Those colours, sparingly used, can create contrast in the picture without breaking the whole image.<br />
<br />
== Choosing number of colours ==<br />
Any material (which doesn't lie completely in shadows) should have at least 4 shades. Bigger surfaces should have up to 6, while the most dominant can have around 8 shades, but try to keep the number low.<br />
The shades you need are:<br />
<br />
1. White: for shiny or bright surfaces<br />
<br />
2. Highlighting colour (optional)<br />
<br />
3. Base-colour of the material in normal light<br />
<br />
4. Blackish outline (Don't use black; The outline can be the same colour for the whole unit)<br />
<br />
5.-8. About 2-4 Darker shades of the base-colour (can be replaced with other colours; more of that later)<br />
<br />
== Shading depending on material ==<br />
Metal is usually shiny and therefore should be white where light hits best. It reflects its surroundings, so many different colours could be used. Metal surfaces usually use more shades than other materials<br />
<br />
Skin and leather aren't (very) reflective. Oily skin is very shiny (-> high contrast), while dry or dirty skin has a lower difference between shades.<br />
<br />
Textile isn't shiny or reflective at all. As result white can only be used for bright fabric. It also creates folds on its own, so light shades and shadows often alternate.<br />
<br />
https://forums.wesnoth.org/download/file.php?id=75043.png<br />
<br />
<br />
== Reusing shades ==<br />
I'd generally advise '''against''' using the same shades in the same image on different surfaces as it can make later edits more difficult and look confusing, but sharing the palette between different units can be useful to indicate unity (eg. units from the same faction).<br />
<br />
Nevertheless here are three units, who use only 12 shades of brown, to show you how to reduce colour count<br />
<br />
https://forums.wesnoth.org/download/file.php?id=75046.png<br />
<br />
These units create different materials and colours by using variating shading method (see above) and quantity of a colour.<br />
<br />
The fist one has a lot of orange in his trousers to distinguish it from his skintone. His weapon uses browntones with a hint of purple and green to create the illusion of a natural wooden branch and beige for dry leaves. The golden ornaments are mostly yellow with white as higlights and orange/brown in the shadows.<br />
<br />
Nr.2 has a darker but shiny skin, so the contrast is higher (white highlights to brown skin)<br />
<br />
The last one has a lighter skin with mostly beige shades. On his shoulders are bronze plates with a lot more orange than the gold ornaments of Nr.1. His skirt and breastplate have nearly the same shades as the skin, but a lot more white (skirt) and brown (armor) to distinguish.<br />
<br />
Most of the time the shape of an object can be decisive for the apperance of the material.<br />
<br />
== Shadows ==<br />
<br />
== Highlights ==</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=58345Guide to UMC Content2017-04-06T13:58:13Z<p>Taptap: </p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article ("A", "An", or "The").<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[:Category:User-made Campaigns - Walkthroughs|Walkthroughs for user-made campaigns]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== Add's Army ====<br />
<br />
''Add, a wounded paladin, is posted to the quiet and remote province of Cormell to recover. But when undead creatures start appearing, it's up to Add to do something about it... with whatever motley forces he can muster.''<br />
<br />
'''Author:''' Makepeace McEvoy<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Easy (with a touch of not yet balanced)<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' https://forums.wesnoth.org/viewtopic.php?f=31&t=43806<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 51 scenarios<br />
<br />
'''Version:''' 0.4.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends+Custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
==== Battle Against Time ====<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
==== Bitter Revenge====<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Danse Macabre ====<br />
<br />
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''<br />
<br />
'''Author:''' kamikaze<br />
<br />
'''Maintainer:''' James_The_Invisible<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 12 scenarios<br />
<br />
'''Version:''' 1.2a<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Large Battle<br />
<br />
'''Faction/Era:''' Default, undead<br />
<br />
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33745<br />
<br />
'''Note:''' While the campaign is playable on Wesnoth 1.12 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].<br />
<br />
==== The Dark Alliance ====<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
==== Dawn of Thunder ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Final Exam ====<br />
<br />
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''<br />
<br />
'''Author:''' Elven<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 4 scenarios<br />
<br />
'''Version:''' 2.6.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Default, Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23398<br />
<br />
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign.<br />
<br />
'''Walkthrough:''' [[IftU Walkthrough]]<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
==== The North Wind ====<br />
<br />
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''<br />
<br />
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''<br />
<br />
'''Author:''' aelius, Deusite; pyndragon<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 1 playable scenario, 6 intended<br />
<br />
'''Version:''' 0.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish, Survival<br />
<br />
'''Faction/Era:''' Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=42854<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Salt Wars ====<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
'''Note:''' Easy difficulty applies to easy and normal settings, hard is a considerable step up in difficulty.<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
'''Walkthrough:''' [[Secrets of the Ancients Walkthrough]]<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Walkthrough:''' [[A Song of Fire Walkthrough]]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale from the World of Four Moons.''<br />
<br />
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Era of Four Moons, Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
==== Talentless Mage====<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''<br />
<br />
==== The Tale of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0<br />
<br />
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.7.1<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
<br />
'''Description:''' An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Maintainer:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Status:''' Finished<br />
<br />
'''Factions:'''<br />
<br />
# Aragwaithi<br />
# Windsong<br />
# Human Alliance<br />
# Orcish Union<br />
# Southerners<br />
# Outlaws<br />
# Elementals<br />
# Undead<br />
# Drakes<br />
# Dark Legion<br />
# Sylvans<br />
# Minotaurs<br />
# Vampires<br />
<br />
'''Version:''' 1.1.5.1<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
<br />
==== Era of Magic(EoMa) ====<br />
<br />
'''Description:''' Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
<br />
'''Author:''' Inferno8<br />
<br />
'''Maintainer:''' Inferno8<br />
<br />
'''Status:''' Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
'''Faction Descriptions:'''<br />
<br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
'''Version:''' 1.1.1 (February 18th, 2015)<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
<br />
'''Description:''' Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.<br />
<br />
'''Author:''' mnewton1, Ravana and various<br />
<br />
'''Maintainer:''' Ravana<br />
<br />
'''Status:''' Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
'''Unit Tree:''' [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree]<br />
<br />
'''Factions List:''' Currently there are 91 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
'''Version:''' 4.14 (August 21, 2015)<br />
<br />
'''Git:''' [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]<br />
<br />
<br />
==== Imperial Era (IE) ====<br />
<br />
'''Description:''' One of the oldest maintained user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.<br />
<br />
'''Author:''' Orbivm Project (but really Turin)<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Playable. Available on 1.12 as "Imperial Era" and 1.10 as "Imperial Era Fixed"<br />
<br />
'''Faction Descriptions:'''<br />
<br />
# Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in "Fall of Silvium".<br />
# Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in "Tale of Vaniyera".<br />
# Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the "Alfhelm the Wise" campaign.<br />
# Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in "Up from Slavery".<br />
# Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in "Gali's Contract"<br />
# Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.<br />
# Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.<br />
<br />
'''Version:''' 0.22.1 (July, 2015)<br />
<br />
'''Wiki:''' [[Orbivm]]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=CampaignDialogue:L&diff=57867CampaignDialogue:L2016-08-09T09:28:58Z<p>Taptap: /* Helicrom is Present */</p>
<hr />
<div>{| style="float:right"<br />
|<br />
__TOC__<br />
|}<br />
<br />
This is a transcription of all dialogue from Liberty. It is meant as a resource for Wesnoth writers. If you don't want spoilers, leave this page now. <br />
<br />
==Death Dialogue==<br />
===Baldras===<br />
'''Baldras:''' Tell my wife... that I loved her!<br />
<br />
===Harper===<br />
'''Harper:''' Unngh... Now our people may never be free...<br />
<br />
===Relnan===<br />
'''Relnan:''' I am finished... will we ever be free?<br />
<br />
===Lord Maddock===<br />
'''Lord Maddock:''' How can this be? We have lost.<br />
<br />
==Generic Defeat==<br />
''Narrator:''' They returned to their village to find it destroyed, with those who fought left dead and the few survivors born away to unguessable fates. It was a bitter doom, but as Asheviere's grip tightened they would live to see worse.<br />
<br />
==Miscelanious==<br />
===Holy Ankh===<br />
'''''Description:''' You find a hefty pendant on a strange and ominous looking altar. It glows brightly when you pick it up!''<br />
<br />
'''''Description:''' There is a strange altar here and a pendant on it. I don't want to touch it.''<br />
<br />
==Scenario 1: The Raid==<br />
===Story Text===<br />
In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvin grew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier.<br />
<br />
The hardy people of these marches learned self-reliance and survival skills against the raiding orc hordes and savage saurians. They established their own trading routes and pacts of mutual defense.<br />
<br />
Although not permitted to train with proper military weapons, these woodsmen were at home in the forests and swamps of the Western Marches, and became very effective with their simple slings and clubs.<br />
<br />
After the betrayal of the King by Queen Asheviere, the new regent of Wesnoth sought to consolidate her ill-gotten power. She sent her armies across Wesnoth to intimidate the provincial rulers and secure her continued reign.<br />
<br />
The people of Annuvin were unwilling to relinquish their hard-earned self-rule, especially not to this pretender...<br />
<br />
===Introductory Dialogue===<br />
'''Fal Khag:''' I long to burn human cities, but until our great chieftains provide us with sufficient forces we must look to these villagers to feed our wolves and slake the thirst of our blades.<br />
<br />
Ride, you worms, I want to finish our raid before the hunting party returns to the human village.<br />
<br />
'''Red:''' Look, goblin riders approach! You were right, they were going to raid Dallben while we were gone.<br />
<br />
'''Baldras:''' We must stop them before they reach the village. Damn the crown, they have long since forgotten about us out here.<br />
<br />
'''Harper:''' That goblin leader is heading full-speed straight for Dallben. But we'll need to chase them all down if we're going to stop them.<br />
<br />
'''Baldras:''' Do it. Try to hold them back until us old-timers can get there and finish them off.<br />
<br />
And Harper... don't get yourself killed. I'm responsible for you now that your father is gone, and I won't dishonor his memory by breaking my promise to keep you safe.<br />
<br />
'''Harper:''' ...I know... All right now, let's stop these goblins!<br />
<br />
===Victory===<br />
'''Harper:''' We are barely able to survive these orc raids. We lost two men last week, more today... yet Weldyn does nothing!<br />
<br />
''We are barely able to survive these orc raids. We lost two men last week, more could have died today... yet Weldyn does nothing!''<br />
<br />
'''Baldras:''' The King stopped sending patrols out here once the war started. Once that happened, the burden fell to us. We are citizens of Wesnoth, and as long as her banner flies we will resist the horde.<br />
<br />
'''Harper:''' The banner will fly over a ghost town if help does not come soon.<br />
<br />
===Orcs near the Village===<br />
'''Harper:''' They're getting closer to our village! What about the town guards, can they help us?<br />
<br />
'''Baldras:''' They'll come out when they see those riders, or us, approaching, but there aren't many of them... I wouldn't count on them being able to protect the village alone for long.<br />
<br />
===Units very near to the Village===<br />
====Humans====<br />
'''Wolmas:''' What's happening here? Why are you running like mad, $unit.name|?<br />
<br />
'''Unit:''' Goblin riders on the hunt. We must not let any of them to the village!<br />
<br />
====Orcs====<br />
'''Wolmas:''' Look! Goblin riders are on the hunt - and heading right for Dallben!<br />
<br />
'''Remald:''' Halt!<br />
<br />
===The Orcs Reach the Village===<br />
'''Baldras:''' The goblins reached the village! There will surely be nothing left when they are done pillaging it.<br />
<br />
===Defeat===<br />
'''Narrator:''' None remarked on the passing of the tiny, isolated frontier town. It was but a harbinger of the evil to come under the tyranny of Asheviere.<br />
<br />
==Scenario 2: Civil Disobedience==<br />
===Introductory Dialogue===<br />
'''Harper:''' Look, riders approach.<br />
<br />
'''Baldras:''' Stand fast, nephew.<br />
<br />
'''Tarwen:''' By order of the Queen, the magistrate of this town is ordered to travel with us to Elensefar for vetting.<br />
<br />
'''Harper:''' Garard is the King of Wesnoth. We are ruled by no queen.<br />
<br />
'''Tarwen:''' Insolent peasants, you will kneel before your betters! Asheviere is the queen of Wesnoth. The King fell three weeks ago at Abez. I shall not bandy words with you. Your magistrate will be coming with us, and we do not care if it is dead or alive.<br />
<br />
'''Baldras:''' Harper, get out of here. This is no battle for you.<br />
<br />
I am the magistrate of Dallben, and it is YOU who will be leaving Dallben, be it dead or alive.<br />
<br />
===Attack Tarwen===<br />
'''Tarwen:''' Get back, you cur!<br />
<br />
===Tarwen Dies===<br />
'''Killer:''' Get out of my village!<br />
<br />
'''Baldras:''' Our lives were hard enough when we were beneath the attention of the Crown. But now I fear things will be worse.<br />
<br />
'''Harper:''' We must tell the people of Delwyn about this.<br />
<br />
'''Advisor:''' That is true. We have always flown to their aid, and they to ours. This is something we should face together.<br />
<br />
'''Baldras:''' Very well. We will go to Delwyn and share counsel with them. I never thought Wesnoth would fall into darkness. Now, not only do the orcs threaten our lands, but some sinister thing is happening with the ascent of the Queen to the throne.<br />
<br />
Today we may no longer be citizens of Wesnoth. I wish it could be otherwise, but we are now outlaws.<br />
<br />
===Time Runs Out===<br />
'''Baldras:''' Oh, no! We have run out of time, they have arrived with reinforcements...<br />
<br />
===Defeat===<br />
'''Narrator:''' They would be remembered only traitors rightly put down by the Queen's lances. And in the dark years to come, woe betide any who questioned it.<br />
<br />
==Scenario 3: A Strategy of Hope==<br />
===Introductory Dialogue===<br />
'''Baldras:''' Relnan, thank you for welcoming our messenger and agreeing to meet with us. In your many years as Delwyn's magistrate I have never known your judgment to err.<br />
<br />
'''Relnan:''' It has been a long time, old friend. Your news worries us. Yet, there is no problem we have not worked out here at our secret meeting place.<br />
<br />
'''Baldras:''' You do not understand. We attacked a Wesnoth army patrol. Not only that, the leader was no man I had ever seen in Annuvin province before. Never has one been sent out here as a patrol captain who was so ruthless and cruel.<br />
<br />
'''Harper:''' Had they taken my uncle, they would have surely shown up in Delwyn today with the same ultimatum. As it is, several riders escaped.<br />
<br />
'''Relnan:''' Well, it won't be long until they report back to the local garrison with the details of your encounter.<br />
<br />
'''Advisor:''' Then they'll be back in force.<br />
<br />
'''Baldras:''' An offense to decency, this is! Since when has Wesnoth been ruled by fear and treachery? We should consult with Lord Maddock of Elensefar. We have known him for years to be noble in deed as well as in name.<br />
<br />
'''Relnan:''' I agree. But, Baldras, what will you tell him? We know something has been going badly wrong in Wesnoth of late, that more than ordinary corruption and incompetence is afoot. But when the effects fall on mere peasants, the wrong of it may not seem so obvious from a noble's chair.<br />
<br />
'''Baldras:''' We need evidence. Hard evidence...but wait, are those orcish war drums I hear?<br />
<br />
'''Relnan:''' I think they are, old friend. And that rank smell on the wind tells another tale; saurians approach. To arms!<br />
<br />
'''Urk Delek:''' By the sound of the wolves, the scent trail of Fal Khag's killers ends here.<br />
<br />
'''Thhsthss:''' Fal Khag is nothing to usss, orc. You promissed uss gold. Bright gold.<br />
<br />
'''Urk Delek:''' You will get gold. And our wolves will get meat.<br />
<br />
===Victory===<br />
'''Baldras:''' Something is very wrong here. Those orcs were carrying weapons with Army forge-markings.<br />
<br />
'''Relnan:''' Aye. And the gold in their pouches looked new from the mint.<br />
<br />
'''Baldras:''' Can the darkest rumors be true, then? Does the Kingdom...does Queen Asheviere...send orcs against her own people?<br />
<br />
'''Relnan:''' I think your mission to Lord Maddock just became more urgent than we knew, Baldras. I must remain here to see to the defense of Delwyn and Dallben, but you should fly to Elensefar with all speed.<br />
<br />
===Time Runs Out===<br />
'''Baldras:''' We have tarried here for far too long... there is no way we can reach Elensefar and return with help before the Wesnoth army destroys our homes. Retreat!! <br />
<br />
===Defeat===<br />
'''Narrator:''' Baldras and Relnan returned to their villages to find them destroyed, with those who fought left dead and the few survivors born away to unguessable fates. It was a bitter doom, and as Wesnoth descended into darkness they would live to see worse.<br />
<br />
==Scenario 4: Valley of Trolls==<br />
===Introductory Dialogue===<br />
'''Lord Maddock:''' Baldras, your trip here was not wise. The Queen's patrols have been visiting the local villages and bringing the elders here. Those that swear allegiance to the Queen are allowed to return home. Those that do not...<br />
<br />
'''Baldras:''' ...are dispatched on the spot. I know the price of dissent. But what of you?<br />
<br />
'''Lord Maddock:''' Well, they do not come within the walls of my city. They are actually camped nearby, and the main garrison is further south at Halstead. I know my time will soon come to swear allegiance, but they do not press me. They are afraid I will refuse.<br />
<br />
'''Baldras:''' Will you?<br />
<br />
'''Lord Maddock:''' Yes. The Queen ascended to the throne through the vilest of treachery. However, while most of my forces were sent with the King to fight the orcs, we have a strong enough contingent here to make the Queen's forces think twice about attacking Elensefar outright.<br />
<br />
We have an uneasy peace until they are done with the smaller villages and finally come around to obtaining my oath. The treaty between Elensefar and Wesnoth is ancient, but I am not so naive as to place my full trust in it. Not in these wicked times.<br />
<br />
'''Harper:''' What can we do then? We have brought with us many from Annuvin province who are willing to fight, but our families are still at home. They will not last long if the Queen's patrols return.<br />
<br />
'''Lord Maddock:''' I am unwilling to start a civil war. I believe the Queen will remain preoccupied with order throughout the kingdom and, more importantly, with quelling the Northerner threat. We are a matter she will choose to deal with later rather than sooner, if she can.<br />
<br />
'''Kestrel:''' A foolish miscalculation, Lord Maddock. These men with which you consort are outlaws and fugitives. They are a well-organized gang of criminals and murderers. We will kill them and then expect your oath of allegiance to Queen Asheviere.<br />
<br />
'''Lord Maddock:''' Men, to arms! The defense of Elensefar has begun!<br />
<br />
===Enemies Become Undead at Night===<br />
'''Narrator:''' As the sun set, a horrific change began to take place to the human adversaries of Baldras and his allies...<br />
<br />
====Humans' Response====<br />
'''Harper:''' I cannot believe what my eyes are seeing! The flesh runs from their bones... these are not human warriors we fight. They are evil spirits masquerading as human!<br />
<br />
====Dawn Approaches====<br />
'''Lord Maddock:''' Their human aspect is returning! This is an evil manner of sorcery we face, but one that we may yet overcome. CHARGE!<br />
<br />
===Kestrel Undies===<br />
'''Unkiller:''' Who are you? What are you?<br />
<br />
'''Kestrel:''' We are accursed. We were once under the command of Prince Eldred, the King's son and betrayer. The price for our treason is this hellish existence. We know not who or what inflicted this curse upon us, but our mortal deaths may be only the beginning of the penance we are doomed to pay.<br />
<br />
'''Baldras:''' Lord Maddock, now that we are victorious, will you help us?<br />
<br />
'''Lord Maddock:''' I will not. Unless you want me to round up the city's thieves to fight for you, I do not have the troops to spare. However, I am not the only one who commands men in this corner of Wesnoth.<br />
<br />
'''Baldras:''' I don't understand. There are no other noble lords in this area.<br />
<br />
'''Lord Maddock:''' Southeast of here there is a town, and there you may find assistance of the type I cannot give.<br />
<br />
'''Baldras:''' Wish us well. If we are to resist the Wesnoth army a second time, we're going to need more than clubs and slings against steel.<br />
<br />
===Time Runs Out===<br />
'''Baldrass:''' Look, more riders come from the southeast. We cannot survive another assault. We are finished!<br />
<br />
===Defeat===<br />
'''Narrator:''' Indeed, Asheviere's armies had mustered and struck before the nascent rebellion could even be planned. Her power and ruthlessness - and their toll of death - would only grow greater with time.<br />
<br />
==Scenario 5: Hide and Seek==<br />
===Introductory Dialogue===<br />
'''Narrator:''' Relentlessly pursued by riders patrolling the road to Elensefar, Baldras and his men traveled unseen along the swampy banks of the Great River to the city of Carcyn.<br />
<br />
They hid until nightfall, then crept out to find the help Lord Maddock hinted was here.<br />
<br />
'''Baldras:''' I'm not sure where we're supposed to go now. If we go into town we can start asking around for information.<br />
<br />
Who are you?<br />
<br />
'''Link:''' I have come to find you. You must make it through the city without being seen. The soldiers are normally out hunting for my kind, but a company of heavy infantry arrived three days ago and took over the patrols.<br />
<br />
'''Harper:''' They're looking for us.<br />
<br />
'''Link:''' Well, good thing I found you first. Now hurry, you must make it past the city into the Grey Woods. There is a small path in the southeast that leads into the forest; look for the signpost. My brother Hans is waiting for you there and will take you to our master. Try to avoid the soldiers if you can.<br />
<br />
===See the Town Guards===<br />
'''Unit:''' Looks like these guards hold stationary posts, so if we're careful enough we should be able to slip our way around them unnoticed.<br />
<br />
'''Baldras:''' Harper, you younger and faster folks need to be our eyes now. Scout ahead and try to find a way for us to get past the guards, but make sure to not stay where they can see you or we're all in big trouble...<br />
<br />
===Town Guards Start Chasing===<br />
'''Harper:''' They've seen us, RUN!<br />
<br />
===Town Guards Attack===<br />
'''Baldras:''' Fall back, quickly! Maybe we can yet lose them!<br />
<br />
===Baldras Finds Hans===<br />
'''Hans:''' Gentlemen, please come this way and follow the path into the forest. Our leader is anxious to meet you.<br />
<br />
'''Unit:''' As soon as we escape the Wesnoth death squad, we will be happy to oblige.<br />
<br />
'''Baldras:''' I haven't run this much in years. If you were to ask me to infiltrate a heavily guarded city relying on nothing but the cover of darkness and my wits, I would say you were crazy.<br />
<br />
As it turns out, I'm the crazy one. Let's finish this folly.<br />
<br />
===Someone Else Finds Hans===<br />
'''Hans:''' You can come if you wish, but the leader is only interested in speaking to Baldras.<br />
<br />
===Victory===<br />
'''Hans:''' Fly, and we may yet evade them in the Grey Woods.<br />
<br />
'''Baldras:''' Lead the way...<br />
<br />
===Time Runs Out===<br />
'''Baldras:''' We have spent too much time here. Surely the Queen's forces have returned to Dallben. Our mission is unfinished, but we must return to fight a suicide battle.<br />
<br />
==Scenario 6: A Detour through the Swamp==<br />
===Introductory Dialogue===<br />
'''Baldras:''' The leader, I presume.<br />
<br />
'''Helicrom:''' I am Helicrom, and you should not be so glib. I control dangerous men. My henchmen can slip unseen through any city, rob a man while he sleeps, or attack a caravan head-on. It's not noble work, but our pursuits require plenty of gold.<br />
<br />
'''Baldras:''' Your pursuits?<br />
<br />
'''Helicrom:''' The former King's magic ministry kept a tight control on the training and employment of mages in Wesnoth. Those of us who dared to... depart from the curriculum, you might say, were dealt with harshly. We are outcasts because we seek to master shadow magic. Our secrecy and security are not cheap.<br />
<br />
'''Baldras:''' I have heard of you. Necromancers. Barely-human scum, I say.<br />
<br />
'''Helicrom:''' Wrong. Necromancers become slaves to their lich masters and eventually lose their humanity. We have proven that practicing the dark arts need not lead down that path to damnation. We remain human, and seek the mystical secret of balance between the ways of light and darkness. We dance between both ways, adhering to neither.<br />
<br />
'''Baldras:''' I...see, I think. Why do you want to help us?<br />
<br />
'''Helicrom:''' We don't. You have sought us out. But, I do know of your situation and am willing to help. Any weakening of the Throne of Wesnoth, whether it be occupied by King or Queen, aids us.<br />
<br />
Carcyn is always foggy as of late because these woods have recently become home to a lich and two of its underling necromancers. Our experiments may have actually aroused it from sleep... we're not exactly sure.<br />
<br />
'''Baldras:''' So now you need to defend your rear as well as your front... I see your predicament. My men will wipe this land clean if you can help us defend our homeland.<br />
<br />
===Sel-Mang Undies===<br />
====An Enemy Remains====<br />
'''Helicrom:''' Finally that creature is dead, yet its foolish minions resist.<br />
<br />
====No More Enemies====<br />
'''Baldras:''' The lich is destroyed and its minions dead.<br />
<br />
===Victory Dialogue===<br />
====Helicrom is Dead====<br />
'''Narrator:''' The defeat of the evil lich infesting the Grey Woods was a bittersweet victory. With Helicrom dead, the guild of shadow magic was thrown into disarray.<br />
<br />
The remaining members were very grateful and offered Baldras a sizable sum of gold for his help. It was not the help he was hoping for, but he knew it would have to be enough for the coming conflict.<br />
<br />
====Helicrom is Alive====<br />
'''Helicrom:''' With the undead driven out, we may live here in relative peace and pursue our studies. For this, Baldras, I am grateful.<br />
<br />
'''Baldras:''' Studies? Peace? You mean to continue feeding on the lawful citizens of Wesnoth. There will be no peace for them.<br />
<br />
'''Helicrom:''' No one here is in a position to be dispensing moral judgments. Regardless, you have done great service to us today, and we owe you a debt. I will help you to the utmost of my ability.<br />
<br />
I was planning on giving you gold. Any good army is well financed, and with the lich gone we can now spare it.<br />
<br />
But, I think it would help you more if I lent you some of my men to join you on your adventures. The Queen has been sending mages out here, and my men are itching for some payback.<br />
<br />
On the other hand, if I keep the full force of my organization here, we might be able to regroup and join you on the battlefield when the time comes.<br />
<br />
I leave it to you to decide.<br />
<br />
====Gold====<br />
'''Option:''' I will take the gold. How does 500 sound?<br />
<br />
'''Helicrom:''' Agreed. Good luck and farewell to you, Master Baldras.<br />
<br />
====Men====<br />
'''Option:''' Send your men with us. They will be valuable help as we prepare for the assault from the Wesnoth army garrison.<br />
<br />
'''Helicrom:''' Done. My finest mages and thieves are at your disposal. Use them well.<br />
<br />
====Join in Battle====<br />
'''Option:''' I wish you to join us in battle against the Queen's forces.<br />
<br />
'''Helicrom:''' Alright. I need time to clean up this forest and recall my men from the countryside. We will be ready to march in 7 days. All now hinges on you! Until then...<br />
<br />
===Time Runs Out===<br />
'''Baldras:''' We have spent too much time here. Surely the Queen's forces have returned to Dallben. Our mission is unfinished, but we must return to fight a suicide battle.<br />
<br />
===Helicrom Dies===<br />
'''Helicrom:''' My men... have failed to protect me! I perish...<br />
<br />
==Scenario 7: The Hunters==<br />
===Story Text===<br />
Baldras and his men quickly left the Grey Woods, not entirely convinced of their safety even after eradicating the lich.<br />
<br />
As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Grey Woods approached the group, asking to join them. The ascent of the Queen had cast an uneasy pall over the citizens of Wesnoth, and some of them were willing to resist it.<br />
<br />
Knowing they too would be labeled criminals, he reluctantly accepted their help. (Baldras is now able to recruit outlaws.)<br />
<br />
Camped at the edge of the forest, they quietly observed substantial troop movements coming from the direction of Aldril, a nearby city, and marching to the northwest. Unsure what to make of it, they debated their next course of action...<br />
<br />
===Introductory Dialogue===<br />
'''Baldras:''' The words of Lord Maddock have weighed heavy on me these past few days. It has dawned on me that we can never win. We will never defeat the entire army of Wesnoth. Idiocy! If the noble lord of Elensefar is unwilling to resist the Queen, how should I ever expect to?<br />
<br />
'''Harper:''' What's worse is that she appears to have taken notice. We have counted five platoons of heavy infantry marching towards the garrison in just the last 2 hours.<br />
<br />
'''Baldras:''' The garrison. The towers of Halstead are more than a garrison, nephew, they are a fortress. They used to protect this area from the enemies of Wesnoth; I never imagined they would house its enemies.<br />
<br />
'''Pitcher:''' (Baldras!)<br />
<br />
'''Harper:''' Uncle, he wears the crest of the Elense. We should answer.<br />
<br />
'''Baldras:''' Rider, hush before we are discovered! Come to us, but quietly!<br />
<br />
'''Pitcher:''' Master Baldras, I bring news from the north. During the past week, several patrols have again ventured across the Great River into Annuvin. A man named Relnan opposed them with a small militia. He was victorious.<br />
<br />
'''Majel:''' This is surely good news!<br />
<br />
'''Pitcher:''' I am afraid it is not. The Queen is sending a branch of her main field army directly from Weldyn. As soon as they arrive, they will burn every village to the ground. No one will live.<br />
<br />
'''Baldras:''' The troop movements all make sense now. We must stop this army from reaching the garrison. We cannot swallow them whole, but we can gnaw away at them. They mustn't take one step without us being there to harass and delay them. When they reach Halstead they must be exhausted or dying.<br />
<br />
'''Harper:''' You just said we can't beat their entire army!<br />
<br />
'''Baldras:''' Do you propose surrender? It's this or nothing. All we can do is see it through to the end.<br />
<br />
'''Pitcher:''' May you prevail in peace and war. I must depart before I am seen so far from my Lord's borders.<br />
<br />
'''Jingo:''' Another platoon approaches...<br />
<br />
'''Baldras:''' When we are done, no one will fear the open roads and night sky more than the army of the usurper. Strike fast, strike silently... and leave no one alive.<br />
<br />
===Attack the Enemy===<br />
'''Linneus:''' It's an ambush! Hold your ground!<br />
<br />
===Outpost Detachment Returns===<br />
'''Narrator:''' The next morning, the local night patrol returned to the nearby outpost. They were surprised to see their fellow soldiers engaged in combat with the band of thugs of which they had heard so much.<br />
<br />
'''Archarel:''' Troops, to arms! These peasant scum think they are above the law. We will show them the law!<br />
<br />
===Step into the Fire===<br />
'''Unit:''' Ow! Fire hot! No step in fire!<br />
<br />
===Victory===<br />
'''Baldras:''' What a bloody mess. We must attack Halstead next. If we wait, they will become invincible. If we can burn it to the ground before that happens, our people may have a chance. Rest well tonight, because tomorrow's battle will decide the fate of our homes, our families, and our freedom.<br />
<br />
====Helicrom is to Join the Battle====<br />
''''Baldras:''' Send word to Helicrom that we are ready. It is time for him to repay his debt.<br />
<br />
===Time Runs Out===<br />
'''Baldras:''' We have spent too much time here. Surely the entire Wesnoth army marches on our position. We are done for!<br />
<br />
==Scenario 8: Glory==<br />
===Story Text===<br />
In the Year of Wesnoth 161, 338 years before Asheviere's betrayal, the newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.<br />
<br />
The grand army of Wesnoth, personally led by the High Council of Archmagi, scoured the plains of all manner of hostile creature, be it beast, orc, or elf. The city-state of Elensefar was formally united to the kingdom and settlements rapidly spread. The country of Wesnoth had been carved in deed as well as in name.<br />
<br />
A monument to this achievement was erected in the very heart of the wildlands. In a twelve-year ritual, the High Council demonstrated the height to which human magic had grown over the years by drawing the monument directly from the earth's living rock.<br />
<br />
Hundreds of feet tall, the mountain towered high above the plains, its sheer walls both inspiring and terrifying. Men from all over the countryside labored there, building the most formidable fortress ever conceived. It became the Stronghold of Halstead.<br />
<br />
This sentinel of the western plains stood watch as Wesnoth prospered for many centuries under the protection it provided. No war has overcome it, and its walls have never been overrun. The blood of invaders stains its parapets and the bones of the defeated crumble at the base of Halstead's frozen waves of stone.<br />
<br />
===Introductory Dialogue===<br />
'''Baldras:''' There it is. The stronghold of Halstead.<br />
<br />
'''Harper:''' Look at how tall it is! Those towers rise sheer out of the ground, as if called forth out of the earth.<br />
<br />
'''Baldras:''' That may not be too far from the truth. During the time of the Great Kings of Wesnoth, this land was tamed with powerful magic. Wizards of an ancient era forged the walls of Halstead from the rock below.<br />
<br />
'''Harper:''' I don't see how we can bring it down. They are already invincible in there!<br />
<br />
====Helicrom is Present====<br />
'''Helicrom:''' No, my young friend. Halstead indeed has a weakness. Among my many assets is access to a wealth of secrets few in Wesnoth are privy to.<br />
<br />
You see, the mountain on which the fort was built is solid, but the castle on top has been built and rebuilt many times over the ages. It is not as indestructible as you might think.<br />
<br />
Beneath the structure is a system of catacombs that connects all four towers to the central keep. Over time, after many wars, supports were required to hold up the middle.<br />
<br />
'''Harper:''' So… we can knock out the supports and bring down the stronghold of Halstead. Would it really work?<br />
<br />
'''Baldras:''' I believe it will. Each tower has a passage down to the catacombs. If we can reach the center of each tower, one of our men can escape down to the bowels of the mountain and destroy its support. I am sure we will need to demolish no less than all four supports to raze the fortress.<br />
<br />
====Else====<br />
'''Baldras:''' No, young one. Halstead indeed has a weakness.<br />
<br />
'''Harper:''' How do you know?<br />
<br />
'''Baldras:''' When I was a boy, my father - your grandfather - brought your dad and me to live in Aldril after orcs massacred many in our village. We grew up around here, and we learned many things.<br />
<br />
Beneath the structure is a system of catacombs that connects all four towers to the central keep. The catacombs growing over time, combined with centuries of war, made it necessary to install supports to hold up the middle.<br />
<br />
'''Harper:''' So... we can knock out the supports and bring down the stronghold of Halstead. Would it really work?<br />
<br />
'''Baldras:''' I believe it will. Each tower has a passage down to the catacombs. If we can reach the center of each tower, one of our men can escape down to the bowels of the mountain and destroy its support. I am sure we will need to demolish no less than all four supports to raze the fortress.<br />
<br />
====Dialogue Continues====<br />
'''Harper:''' I hope you're right. In a few hours, night will fall, and we will find out.<br />
<br />
'''Baldras:''' We must be cautious. Look there, a substantial orc force is also advancing on Halstead. They must think Wesnoth's army is spread out right now.<br />
<br />
'''Harper:''' Heh. They're in for a surprise. This may work to our advantage.<br />
<br />
===Cavalry Arrives to Help You===<br />
'''Farseer:''' Look in the distance... riders approach!<br />
<br />
'''Baldras:''' Who is it?<br />
<br />
'''Farseer:''' Help, I hope. Circumstances cannot afford to get much more dire.<br />
<br />
'''Baldras:''' Riders approach from the northwest! Stand fast, men.<br />
<br />
'''Lancer:''' Sound the advance!<br />
<br />
'''Sir Gwydion:''' Knights of Elensefar, behold: the battle has already begun! Make camp here. Then, we CHARGE!<br />
<br />
'''Baldras:''' Amazing. Lord Maddock sent his house guards... his finest troops! Elensefar must be defenseless now. More hinges on this battle than I thought.<br />
<br />
'''Farseer:''' Baldras, Gwydion is Lord Maddock's son. This battle isn't just about Annuvin anymore.<br />
<br />
===Troops Comes to Help Enemy===<br />
'''Narrator:''' That afternoon, another advance element of the main Wesnoth army arrived...<br />
<br />
===Attack Halstead===<br />
'''Dommel:''' I think... I think they're trying to storm Halstead itself... the fools!<br />
<br />
===Enter Halstead===<br />
'''Dommel:''' They have breached the fortress gate! Repulse them!<br />
<br />
===Move a Unit to a Tower Centre===<br />
'''Unit:''' I'm inside the tower! I'm going down to the catacombs - cover me.<br />
<br />
'''Narrator:''' After about an hour…<br />
<br />
'''Unit:''' It's done.<br />
<br />
====Destroy All Four Supports====<br />
'''Baldras:''' I think it's working! Everybody get clear NOW!<br />
<br />
====Halstead Starts to Collapse====<br />
'''Narrator:''' The stronghold of Halstead began to shake...<br />
<br />
'''Unit:''' We cannot stay here. The fortress has started to collapse!<br />
<br />
===Halstead Collapses===<br />
'''Narrator:''' With a thunderous earthquake and a vast billowing of dust, thousands of tons of stone and wood crashed in on itself. Some of it tumbled down the steep sides, while the remainder came to rest several hundred feet below ground, in the bowels of the hollowed-out mountain.<br />
<br />
No one inside the fortress would make it out alive.<br />
<br />
===Time Runs Out===<br />
'''Narrator:''' After more than a week of fierce fighting, the main body of Asheviere's host arrived from Weldyn. The battle was soon finished. Every last man from the province of Annuvin was executed.<br />
<br />
===Baldras Dies===<br />
====As Halstead Collpases====<br />
'''Baldras:''' Men, help me out of here! I am trapped under this rubble.<br />
<br />
'''Narrator:''' No one was able to get to Baldras in time. He and many of his companions died that day beneath the stronghold of Halstead.<br />
<br />
'''Baldras:''' I hope this sacrifice is not in vain... but we will never know.<br />
<br />
====Else====<br />
'''Baldras:''' Our dream of freedom... gone... Unngh.<br />
<br />
====Dialogue Continues====<br />
'''Narrator:''' The rebellion had stakes its all on victory at Halstead, but win or lose, there would be no help for the villagers, ground beneath the wheels of Asheviere's wrath.<br />
<br />
===Harper Dies===<br />
'''Harper:''' Uncle!<br />
<br />
'''Baldras:''' NO!<br />
<br />
I promised your father I would watch after you... and I failed.<br />
<br />
But we are so close to the end. We must finish this. I am sorry you will not be able to enjoy our freedom. Goodbye, Harper.<br />
<br />
===Helicrom Dies===<br />
'''Helicrom:''' Carry on, my friends. Fighting by your side is the most honorable thing I have done...<br />
<br />
===Dommel Dies===<br />
'''Killer:''' Your reign of terror is over, General.<br />
<br />
'''Dommel:''' You will never successfully oppose Asheviere. Her power is too great... This small victory today is but a reprieve from the unimaginable pain you will suffer when the full force of her wrath descends upon you.<br />
<br />
====Supports Destroyed====<br />
'''Baldras:''' This was no small victory. You underestimate the power of love for freedom.<br />
<br />
'''Dommel:''' You... underestimate the... cruelty and ambition of your Queen... unngh..<br />
<br />
====Else====<br />
'''Baldras:''' Small victory? Bah! Now we will raze this fortress and bury it in the earth from whence it came.<br />
<br />
==Scenario 9: Liberty - Epilogue==<br />
The rest of the battle was a blur. The shock of what had happened stunned everybody.<br />
<br />
Baldras and his men fled the plains of western Wesnoth under the cover of night. The spectacle of Halstead's destruction stunned them into a daze that only slowly wore off as they made their way north to and past Elensefar.<br />
<br />
The Elense riders routed the orcish army, small as it was, and sent them back across the Great River. They then scattered to the countryside and were not heard from again. Baldras thought this odd behavior when he heard about it.<br />
<br />
As the main body of Asheviere's army neared the ruins of Halstead, strange things began to happen. Every night, men would disappear. Others were found hacked to bloody pieces. Unexplained misfortune plagued the marching columns. Soldiers dropped dead where they stood, slain by unseen assassins. Fear of an undead menace spread through the ranks.<br />
<br />
When the army of Wesnoth found the ruins of the mighty fortress Halstead, it was too much. Their shock that such a thing could happen combined with the invisible terror stalking them convinced Asheviere's second in command the entire countryside was cursed. He quickly retreated to the traditional border and set up strong defenses against the west.<br />
<br />
Baldras had just crossed the Great River when rumors of night-stalkers filtered through his ranks. With bitter humor he realized that Lord Maddock's men were successfully using tactics Baldras had mastered and used during his resistance.<br />
<br />
The peasants-turned-outlaws finally reached Dallben. It was burnt to the ground. In a panic, they raced through the forest to Delwyn. It was likewise devastated. However, they did find one clue as to what happened...<br />
<br />
...a grimy note nailed to a charred post that read, 'Baldras, You would have been proud. We gave 'em hell. But in the end, it wasn't enough.'<br />
<br />
'We fled like criminals in the night, but we made sure that no one would harass us anymore.'<br />
<br />
'If you wish to find us, head southwest. When you reach the land's end, just keep going. See you in the Three Sisters, old friend. - Relnan'<br />
<br />
==L: Specified Unit Names==<br />
===Humans===<br />
*[[CharactersStorys#Baldras | Baldras]] (Village Elder)<br />
*Jalak (Peasant Youth)<br />
*Delurin (Peasant Youth)<br />
*Red (Peasant Youth)<br />
*Ordo (Village Elder)<br />
*Novus (Village Elder)<br />
*Teneor (Villager)<br />
*Kembe (Peasant Hunter)<br />
*Treagh (Peasant Hunter)<br />
*[[CharactersStorys#Harper | Harper]] (Peasant Youth)<br />
*Remald (Villager)<br />
*Womas (Villager)<br />
*Jasken (Villager)<br />
*Tarwen (Cavalier)<br />
*[[CharactersStorys#Relana | Relnan]] (Senior Village Elder)<br />
*[[CharactersStorys#Lord_Maddock | Lord Maddock]] (General)<br />
*Kestrel (General)<br />
*Rothel (Lieutenant)<br />
*Quentin (Master Bowman)<br />
*Hans (Rogue)<br />
*Link (Thief)<br />
*[[CharactersStorys#Helicrom | Helicrom]] (Shadow Lord)<br />
*Archarel (Royal Guard)<br />
*Linneus (Iron Mauler)<br />
*Jingo (Outlaw)<br />
*Majel (Outlaw)<br />
*Pitcher (Dragoon)<br />
*Dommel (General)<br />
*Sir Gwydion (Paladin)<br />
<br />
===Orcs===<br />
*Fal Khag (Goblin Pillager)<br />
*Gatrakh (Goblin Pillager)<br />
*Thurg (Goblin Pillager)<br />
*Krung (Wolf Rider, Goblin Pillager)<br />
*Gorokh (Wolf Rider, Goblin Pillager)<br />
*Urk Delek (Orcish Warrior)<br />
*Vashna (Orcish Warlord)<br />
<br />
===Saurians===<br />
*[[CharactersStorys#Thhsthss | Thhsthss]] (Saurian Oracle)<br />
<br />
===Undead===<br />
*Mal-Jarrof (Necromancer)<br />
*Mal-Jerod (Necromancer)<br />
*Lich (Sel-Mang)<br />
<br />
===Labels===<br />
*Dallben<br />
*Elensefar<br />
*Port of Elensefar<br />
<br />
<br />
[[Category:Create|*]]<br />
[[Category:Writing|*]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=CampaignDialogue:L&diff=57866CampaignDialogue:L2016-08-09T09:28:25Z<p>Taptap: /* =Helicrom is Present */</p>
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<br />
This is a transcription of all dialogue from Liberty. It is meant as a resource for Wesnoth writers. If you don't want spoilers, leave this page now. <br />
<br />
==Death Dialogue==<br />
===Baldras===<br />
'''Baldras:''' Tell my wife... that I loved her!<br />
<br />
===Harper===<br />
'''Harper:''' Unngh... Now our people may never be free...<br />
<br />
===Relnan===<br />
'''Relnan:''' I am finished... will we ever be free?<br />
<br />
===Lord Maddock===<br />
'''Lord Maddock:''' How can this be? We have lost.<br />
<br />
==Generic Defeat==<br />
''Narrator:''' They returned to their village to find it destroyed, with those who fought left dead and the few survivors born away to unguessable fates. It was a bitter doom, but as Asheviere's grip tightened they would live to see worse.<br />
<br />
==Miscelanious==<br />
===Holy Ankh===<br />
'''''Description:''' You find a hefty pendant on a strange and ominous looking altar. It glows brightly when you pick it up!''<br />
<br />
'''''Description:''' There is a strange altar here and a pendant on it. I don't want to touch it.''<br />
<br />
==Scenario 1: The Raid==<br />
===Story Text===<br />
In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvin grew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier.<br />
<br />
The hardy people of these marches learned self-reliance and survival skills against the raiding orc hordes and savage saurians. They established their own trading routes and pacts of mutual defense.<br />
<br />
Although not permitted to train with proper military weapons, these woodsmen were at home in the forests and swamps of the Western Marches, and became very effective with their simple slings and clubs.<br />
<br />
After the betrayal of the King by Queen Asheviere, the new regent of Wesnoth sought to consolidate her ill-gotten power. She sent her armies across Wesnoth to intimidate the provincial rulers and secure her continued reign.<br />
<br />
The people of Annuvin were unwilling to relinquish their hard-earned self-rule, especially not to this pretender...<br />
<br />
===Introductory Dialogue===<br />
'''Fal Khag:''' I long to burn human cities, but until our great chieftains provide us with sufficient forces we must look to these villagers to feed our wolves and slake the thirst of our blades.<br />
<br />
Ride, you worms, I want to finish our raid before the hunting party returns to the human village.<br />
<br />
'''Red:''' Look, goblin riders approach! You were right, they were going to raid Dallben while we were gone.<br />
<br />
'''Baldras:''' We must stop them before they reach the village. Damn the crown, they have long since forgotten about us out here.<br />
<br />
'''Harper:''' That goblin leader is heading full-speed straight for Dallben. But we'll need to chase them all down if we're going to stop them.<br />
<br />
'''Baldras:''' Do it. Try to hold them back until us old-timers can get there and finish them off.<br />
<br />
And Harper... don't get yourself killed. I'm responsible for you now that your father is gone, and I won't dishonor his memory by breaking my promise to keep you safe.<br />
<br />
'''Harper:''' ...I know... All right now, let's stop these goblins!<br />
<br />
===Victory===<br />
'''Harper:''' We are barely able to survive these orc raids. We lost two men last week, more today... yet Weldyn does nothing!<br />
<br />
''We are barely able to survive these orc raids. We lost two men last week, more could have died today... yet Weldyn does nothing!''<br />
<br />
'''Baldras:''' The King stopped sending patrols out here once the war started. Once that happened, the burden fell to us. We are citizens of Wesnoth, and as long as her banner flies we will resist the horde.<br />
<br />
'''Harper:''' The banner will fly over a ghost town if help does not come soon.<br />
<br />
===Orcs near the Village===<br />
'''Harper:''' They're getting closer to our village! What about the town guards, can they help us?<br />
<br />
'''Baldras:''' They'll come out when they see those riders, or us, approaching, but there aren't many of them... I wouldn't count on them being able to protect the village alone for long.<br />
<br />
===Units very near to the Village===<br />
====Humans====<br />
'''Wolmas:''' What's happening here? Why are you running like mad, $unit.name|?<br />
<br />
'''Unit:''' Goblin riders on the hunt. We must not let any of them to the village!<br />
<br />
====Orcs====<br />
'''Wolmas:''' Look! Goblin riders are on the hunt - and heading right for Dallben!<br />
<br />
'''Remald:''' Halt!<br />
<br />
===The Orcs Reach the Village===<br />
'''Baldras:''' The goblins reached the village! There will surely be nothing left when they are done pillaging it.<br />
<br />
===Defeat===<br />
'''Narrator:''' None remarked on the passing of the tiny, isolated frontier town. It was but a harbinger of the evil to come under the tyranny of Asheviere.<br />
<br />
==Scenario 2: Civil Disobedience==<br />
===Introductory Dialogue===<br />
'''Harper:''' Look, riders approach.<br />
<br />
'''Baldras:''' Stand fast, nephew.<br />
<br />
'''Tarwen:''' By order of the Queen, the magistrate of this town is ordered to travel with us to Elensefar for vetting.<br />
<br />
'''Harper:''' Garard is the King of Wesnoth. We are ruled by no queen.<br />
<br />
'''Tarwen:''' Insolent peasants, you will kneel before your betters! Asheviere is the queen of Wesnoth. The King fell three weeks ago at Abez. I shall not bandy words with you. Your magistrate will be coming with us, and we do not care if it is dead or alive.<br />
<br />
'''Baldras:''' Harper, get out of here. This is no battle for you.<br />
<br />
I am the magistrate of Dallben, and it is YOU who will be leaving Dallben, be it dead or alive.<br />
<br />
===Attack Tarwen===<br />
'''Tarwen:''' Get back, you cur!<br />
<br />
===Tarwen Dies===<br />
'''Killer:''' Get out of my village!<br />
<br />
'''Baldras:''' Our lives were hard enough when we were beneath the attention of the Crown. But now I fear things will be worse.<br />
<br />
'''Harper:''' We must tell the people of Delwyn about this.<br />
<br />
'''Advisor:''' That is true. We have always flown to their aid, and they to ours. This is something we should face together.<br />
<br />
'''Baldras:''' Very well. We will go to Delwyn and share counsel with them. I never thought Wesnoth would fall into darkness. Now, not only do the orcs threaten our lands, but some sinister thing is happening with the ascent of the Queen to the throne.<br />
<br />
Today we may no longer be citizens of Wesnoth. I wish it could be otherwise, but we are now outlaws.<br />
<br />
===Time Runs Out===<br />
'''Baldras:''' Oh, no! We have run out of time, they have arrived with reinforcements...<br />
<br />
===Defeat===<br />
'''Narrator:''' They would be remembered only traitors rightly put down by the Queen's lances. And in the dark years to come, woe betide any who questioned it.<br />
<br />
==Scenario 3: A Strategy of Hope==<br />
===Introductory Dialogue===<br />
'''Baldras:''' Relnan, thank you for welcoming our messenger and agreeing to meet with us. In your many years as Delwyn's magistrate I have never known your judgment to err.<br />
<br />
'''Relnan:''' It has been a long time, old friend. Your news worries us. Yet, there is no problem we have not worked out here at our secret meeting place.<br />
<br />
'''Baldras:''' You do not understand. We attacked a Wesnoth army patrol. Not only that, the leader was no man I had ever seen in Annuvin province before. Never has one been sent out here as a patrol captain who was so ruthless and cruel.<br />
<br />
'''Harper:''' Had they taken my uncle, they would have surely shown up in Delwyn today with the same ultimatum. As it is, several riders escaped.<br />
<br />
'''Relnan:''' Well, it won't be long until they report back to the local garrison with the details of your encounter.<br />
<br />
'''Advisor:''' Then they'll be back in force.<br />
<br />
'''Baldras:''' An offense to decency, this is! Since when has Wesnoth been ruled by fear and treachery? We should consult with Lord Maddock of Elensefar. We have known him for years to be noble in deed as well as in name.<br />
<br />
'''Relnan:''' I agree. But, Baldras, what will you tell him? We know something has been going badly wrong in Wesnoth of late, that more than ordinary corruption and incompetence is afoot. But when the effects fall on mere peasants, the wrong of it may not seem so obvious from a noble's chair.<br />
<br />
'''Baldras:''' We need evidence. Hard evidence...but wait, are those orcish war drums I hear?<br />
<br />
'''Relnan:''' I think they are, old friend. And that rank smell on the wind tells another tale; saurians approach. To arms!<br />
<br />
'''Urk Delek:''' By the sound of the wolves, the scent trail of Fal Khag's killers ends here.<br />
<br />
'''Thhsthss:''' Fal Khag is nothing to usss, orc. You promissed uss gold. Bright gold.<br />
<br />
'''Urk Delek:''' You will get gold. And our wolves will get meat.<br />
<br />
===Victory===<br />
'''Baldras:''' Something is very wrong here. Those orcs were carrying weapons with Army forge-markings.<br />
<br />
'''Relnan:''' Aye. And the gold in their pouches looked new from the mint.<br />
<br />
'''Baldras:''' Can the darkest rumors be true, then? Does the Kingdom...does Queen Asheviere...send orcs against her own people?<br />
<br />
'''Relnan:''' I think your mission to Lord Maddock just became more urgent than we knew, Baldras. I must remain here to see to the defense of Delwyn and Dallben, but you should fly to Elensefar with all speed.<br />
<br />
===Time Runs Out===<br />
'''Baldras:''' We have tarried here for far too long... there is no way we can reach Elensefar and return with help before the Wesnoth army destroys our homes. Retreat!! <br />
<br />
===Defeat===<br />
'''Narrator:''' Baldras and Relnan returned to their villages to find them destroyed, with those who fought left dead and the few survivors born away to unguessable fates. It was a bitter doom, and as Wesnoth descended into darkness they would live to see worse.<br />
<br />
==Scenario 4: Valley of Trolls==<br />
===Introductory Dialogue===<br />
'''Lord Maddock:''' Baldras, your trip here was not wise. The Queen's patrols have been visiting the local villages and bringing the elders here. Those that swear allegiance to the Queen are allowed to return home. Those that do not...<br />
<br />
'''Baldras:''' ...are dispatched on the spot. I know the price of dissent. But what of you?<br />
<br />
'''Lord Maddock:''' Well, they do not come within the walls of my city. They are actually camped nearby, and the main garrison is further south at Halstead. I know my time will soon come to swear allegiance, but they do not press me. They are afraid I will refuse.<br />
<br />
'''Baldras:''' Will you?<br />
<br />
'''Lord Maddock:''' Yes. The Queen ascended to the throne through the vilest of treachery. However, while most of my forces were sent with the King to fight the orcs, we have a strong enough contingent here to make the Queen's forces think twice about attacking Elensefar outright.<br />
<br />
We have an uneasy peace until they are done with the smaller villages and finally come around to obtaining my oath. The treaty between Elensefar and Wesnoth is ancient, but I am not so naive as to place my full trust in it. Not in these wicked times.<br />
<br />
'''Harper:''' What can we do then? We have brought with us many from Annuvin province who are willing to fight, but our families are still at home. They will not last long if the Queen's patrols return.<br />
<br />
'''Lord Maddock:''' I am unwilling to start a civil war. I believe the Queen will remain preoccupied with order throughout the kingdom and, more importantly, with quelling the Northerner threat. We are a matter she will choose to deal with later rather than sooner, if she can.<br />
<br />
'''Kestrel:''' A foolish miscalculation, Lord Maddock. These men with which you consort are outlaws and fugitives. They are a well-organized gang of criminals and murderers. We will kill them and then expect your oath of allegiance to Queen Asheviere.<br />
<br />
'''Lord Maddock:''' Men, to arms! The defense of Elensefar has begun!<br />
<br />
===Enemies Become Undead at Night===<br />
'''Narrator:''' As the sun set, a horrific change began to take place to the human adversaries of Baldras and his allies...<br />
<br />
====Humans' Response====<br />
'''Harper:''' I cannot believe what my eyes are seeing! The flesh runs from their bones... these are not human warriors we fight. They are evil spirits masquerading as human!<br />
<br />
====Dawn Approaches====<br />
'''Lord Maddock:''' Their human aspect is returning! This is an evil manner of sorcery we face, but one that we may yet overcome. CHARGE!<br />
<br />
===Kestrel Undies===<br />
'''Unkiller:''' Who are you? What are you?<br />
<br />
'''Kestrel:''' We are accursed. We were once under the command of Prince Eldred, the King's son and betrayer. The price for our treason is this hellish existence. We know not who or what inflicted this curse upon us, but our mortal deaths may be only the beginning of the penance we are doomed to pay.<br />
<br />
'''Baldras:''' Lord Maddock, now that we are victorious, will you help us?<br />
<br />
'''Lord Maddock:''' I will not. Unless you want me to round up the city's thieves to fight for you, I do not have the troops to spare. However, I am not the only one who commands men in this corner of Wesnoth.<br />
<br />
'''Baldras:''' I don't understand. There are no other noble lords in this area.<br />
<br />
'''Lord Maddock:''' Southeast of here there is a town, and there you may find assistance of the type I cannot give.<br />
<br />
'''Baldras:''' Wish us well. If we are to resist the Wesnoth army a second time, we're going to need more than clubs and slings against steel.<br />
<br />
===Time Runs Out===<br />
'''Baldrass:''' Look, more riders come from the southeast. We cannot survive another assault. We are finished!<br />
<br />
===Defeat===<br />
'''Narrator:''' Indeed, Asheviere's armies had mustered and struck before the nascent rebellion could even be planned. Her power and ruthlessness - and their toll of death - would only grow greater with time.<br />
<br />
==Scenario 5: Hide and Seek==<br />
===Introductory Dialogue===<br />
'''Narrator:''' Relentlessly pursued by riders patrolling the road to Elensefar, Baldras and his men traveled unseen along the swampy banks of the Great River to the city of Carcyn.<br />
<br />
They hid until nightfall, then crept out to find the help Lord Maddock hinted was here.<br />
<br />
'''Baldras:''' I'm not sure where we're supposed to go now. If we go into town we can start asking around for information.<br />
<br />
Who are you?<br />
<br />
'''Link:''' I have come to find you. You must make it through the city without being seen. The soldiers are normally out hunting for my kind, but a company of heavy infantry arrived three days ago and took over the patrols.<br />
<br />
'''Harper:''' They're looking for us.<br />
<br />
'''Link:''' Well, good thing I found you first. Now hurry, you must make it past the city into the Grey Woods. There is a small path in the southeast that leads into the forest; look for the signpost. My brother Hans is waiting for you there and will take you to our master. Try to avoid the soldiers if you can.<br />
<br />
===See the Town Guards===<br />
'''Unit:''' Looks like these guards hold stationary posts, so if we're careful enough we should be able to slip our way around them unnoticed.<br />
<br />
'''Baldras:''' Harper, you younger and faster folks need to be our eyes now. Scout ahead and try to find a way for us to get past the guards, but make sure to not stay where they can see you or we're all in big trouble...<br />
<br />
===Town Guards Start Chasing===<br />
'''Harper:''' They've seen us, RUN!<br />
<br />
===Town Guards Attack===<br />
'''Baldras:''' Fall back, quickly! Maybe we can yet lose them!<br />
<br />
===Baldras Finds Hans===<br />
'''Hans:''' Gentlemen, please come this way and follow the path into the forest. Our leader is anxious to meet you.<br />
<br />
'''Unit:''' As soon as we escape the Wesnoth death squad, we will be happy to oblige.<br />
<br />
'''Baldras:''' I haven't run this much in years. If you were to ask me to infiltrate a heavily guarded city relying on nothing but the cover of darkness and my wits, I would say you were crazy.<br />
<br />
As it turns out, I'm the crazy one. Let's finish this folly.<br />
<br />
===Someone Else Finds Hans===<br />
'''Hans:''' You can come if you wish, but the leader is only interested in speaking to Baldras.<br />
<br />
===Victory===<br />
'''Hans:''' Fly, and we may yet evade them in the Grey Woods.<br />
<br />
'''Baldras:''' Lead the way...<br />
<br />
===Time Runs Out===<br />
'''Baldras:''' We have spent too much time here. Surely the Queen's forces have returned to Dallben. Our mission is unfinished, but we must return to fight a suicide battle.<br />
<br />
==Scenario 6: A Detour through the Swamp==<br />
===Introductory Dialogue===<br />
'''Baldras:''' The leader, I presume.<br />
<br />
'''Helicrom:''' I am Helicrom, and you should not be so glib. I control dangerous men. My henchmen can slip unseen through any city, rob a man while he sleeps, or attack a caravan head-on. It's not noble work, but our pursuits require plenty of gold.<br />
<br />
'''Baldras:''' Your pursuits?<br />
<br />
'''Helicrom:''' The former King's magic ministry kept a tight control on the training and employment of mages in Wesnoth. Those of us who dared to... depart from the curriculum, you might say, were dealt with harshly. We are outcasts because we seek to master shadow magic. Our secrecy and security are not cheap.<br />
<br />
'''Baldras:''' I have heard of you. Necromancers. Barely-human scum, I say.<br />
<br />
'''Helicrom:''' Wrong. Necromancers become slaves to their lich masters and eventually lose their humanity. We have proven that practicing the dark arts need not lead down that path to damnation. We remain human, and seek the mystical secret of balance between the ways of light and darkness. We dance between both ways, adhering to neither.<br />
<br />
'''Baldras:''' I...see, I think. Why do you want to help us?<br />
<br />
'''Helicrom:''' We don't. You have sought us out. But, I do know of your situation and am willing to help. Any weakening of the Throne of Wesnoth, whether it be occupied by King or Queen, aids us.<br />
<br />
Carcyn is always foggy as of late because these woods have recently become home to a lich and two of its underling necromancers. Our experiments may have actually aroused it from sleep... we're not exactly sure.<br />
<br />
'''Baldras:''' So now you need to defend your rear as well as your front... I see your predicament. My men will wipe this land clean if you can help us defend our homeland.<br />
<br />
===Sel-Mang Undies===<br />
====An Enemy Remains====<br />
'''Helicrom:''' Finally that creature is dead, yet its foolish minions resist.<br />
<br />
====No More Enemies====<br />
'''Baldras:''' The lich is destroyed and its minions dead.<br />
<br />
===Victory Dialogue===<br />
====Helicrom is Dead====<br />
'''Narrator:''' The defeat of the evil lich infesting the Grey Woods was a bittersweet victory. With Helicrom dead, the guild of shadow magic was thrown into disarray.<br />
<br />
The remaining members were very grateful and offered Baldras a sizable sum of gold for his help. It was not the help he was hoping for, but he knew it would have to be enough for the coming conflict.<br />
<br />
====Helicrom is Alive====<br />
'''Helicrom:''' With the undead driven out, we may live here in relative peace and pursue our studies. For this, Baldras, I am grateful.<br />
<br />
'''Baldras:''' Studies? Peace? You mean to continue feeding on the lawful citizens of Wesnoth. There will be no peace for them.<br />
<br />
'''Helicrom:''' No one here is in a position to be dispensing moral judgments. Regardless, you have done great service to us today, and we owe you a debt. I will help you to the utmost of my ability.<br />
<br />
I was planning on giving you gold. Any good army is well financed, and with the lich gone we can now spare it.<br />
<br />
But, I think it would help you more if I lent you some of my men to join you on your adventures. The Queen has been sending mages out here, and my men are itching for some payback.<br />
<br />
On the other hand, if I keep the full force of my organization here, we might be able to regroup and join you on the battlefield when the time comes.<br />
<br />
I leave it to you to decide.<br />
<br />
====Gold====<br />
'''Option:''' I will take the gold. How does 500 sound?<br />
<br />
'''Helicrom:''' Agreed. Good luck and farewell to you, Master Baldras.<br />
<br />
====Men====<br />
'''Option:''' Send your men with us. They will be valuable help as we prepare for the assault from the Wesnoth army garrison.<br />
<br />
'''Helicrom:''' Done. My finest mages and thieves are at your disposal. Use them well.<br />
<br />
====Join in Battle====<br />
'''Option:''' I wish you to join us in battle against the Queen's forces.<br />
<br />
'''Helicrom:''' Alright. I need time to clean up this forest and recall my men from the countryside. We will be ready to march in 7 days. All now hinges on you! Until then...<br />
<br />
===Time Runs Out===<br />
'''Baldras:''' We have spent too much time here. Surely the Queen's forces have returned to Dallben. Our mission is unfinished, but we must return to fight a suicide battle.<br />
<br />
===Helicrom Dies===<br />
'''Helicrom:''' My men... have failed to protect me! I perish...<br />
<br />
==Scenario 7: The Hunters==<br />
===Story Text===<br />
Baldras and his men quickly left the Grey Woods, not entirely convinced of their safety even after eradicating the lich.<br />
<br />
As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Grey Woods approached the group, asking to join them. The ascent of the Queen had cast an uneasy pall over the citizens of Wesnoth, and some of them were willing to resist it.<br />
<br />
Knowing they too would be labeled criminals, he reluctantly accepted their help. (Baldras is now able to recruit outlaws.)<br />
<br />
Camped at the edge of the forest, they quietly observed substantial troop movements coming from the direction of Aldril, a nearby city, and marching to the northwest. Unsure what to make of it, they debated their next course of action...<br />
<br />
===Introductory Dialogue===<br />
'''Baldras:''' The words of Lord Maddock have weighed heavy on me these past few days. It has dawned on me that we can never win. We will never defeat the entire army of Wesnoth. Idiocy! If the noble lord of Elensefar is unwilling to resist the Queen, how should I ever expect to?<br />
<br />
'''Harper:''' What's worse is that she appears to have taken notice. We have counted five platoons of heavy infantry marching towards the garrison in just the last 2 hours.<br />
<br />
'''Baldras:''' The garrison. The towers of Halstead are more than a garrison, nephew, they are a fortress. They used to protect this area from the enemies of Wesnoth; I never imagined they would house its enemies.<br />
<br />
'''Pitcher:''' (Baldras!)<br />
<br />
'''Harper:''' Uncle, he wears the crest of the Elense. We should answer.<br />
<br />
'''Baldras:''' Rider, hush before we are discovered! Come to us, but quietly!<br />
<br />
'''Pitcher:''' Master Baldras, I bring news from the north. During the past week, several patrols have again ventured across the Great River into Annuvin. A man named Relnan opposed them with a small militia. He was victorious.<br />
<br />
'''Majel:''' This is surely good news!<br />
<br />
'''Pitcher:''' I am afraid it is not. The Queen is sending a branch of her main field army directly from Weldyn. As soon as they arrive, they will burn every village to the ground. No one will live.<br />
<br />
'''Baldras:''' The troop movements all make sense now. We must stop this army from reaching the garrison. We cannot swallow them whole, but we can gnaw away at them. They mustn't take one step without us being there to harass and delay them. When they reach Halstead they must be exhausted or dying.<br />
<br />
'''Harper:''' You just said we can't beat their entire army!<br />
<br />
'''Baldras:''' Do you propose surrender? It's this or nothing. All we can do is see it through to the end.<br />
<br />
'''Pitcher:''' May you prevail in peace and war. I must depart before I am seen so far from my Lord's borders.<br />
<br />
'''Jingo:''' Another platoon approaches...<br />
<br />
'''Baldras:''' When we are done, no one will fear the open roads and night sky more than the army of the usurper. Strike fast, strike silently... and leave no one alive.<br />
<br />
===Attack the Enemy===<br />
'''Linneus:''' It's an ambush! Hold your ground!<br />
<br />
===Outpost Detachment Returns===<br />
'''Narrator:''' The next morning, the local night patrol returned to the nearby outpost. They were surprised to see their fellow soldiers engaged in combat with the band of thugs of which they had heard so much.<br />
<br />
'''Archarel:''' Troops, to arms! These peasant scum think they are above the law. We will show them the law!<br />
<br />
===Step into the Fire===<br />
'''Unit:''' Ow! Fire hot! No step in fire!<br />
<br />
===Victory===<br />
'''Baldras:''' What a bloody mess. We must attack Halstead next. If we wait, they will become invincible. If we can burn it to the ground before that happens, our people may have a chance. Rest well tonight, because tomorrow's battle will decide the fate of our homes, our families, and our freedom.<br />
<br />
====Helicrom is to Join the Battle====<br />
''''Baldras:''' Send word to Helicrom that we are ready. It is time for him to repay his debt.<br />
<br />
===Time Runs Out===<br />
'''Baldras:''' We have spent too much time here. Surely the entire Wesnoth army marches on our position. We are done for!<br />
<br />
==Scenario 8: Glory==<br />
===Story Text===<br />
In the Year of Wesnoth 161, 338 years before Asheviere's betrayal, the newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.<br />
<br />
The grand army of Wesnoth, personally led by the High Council of Archmagi, scoured the plains of all manner of hostile creature, be it beast, orc, or elf. The city-state of Elensefar was formally united to the kingdom and settlements rapidly spread. The country of Wesnoth had been carved in deed as well as in name.<br />
<br />
A monument to this achievement was erected in the very heart of the wildlands. In a twelve-year ritual, the High Council demonstrated the height to which human magic had grown over the years by drawing the monument directly from the earth's living rock.<br />
<br />
Hundreds of feet tall, the mountain towered high above the plains, its sheer walls both inspiring and terrifying. Men from all over the countryside labored there, building the most formidable fortress ever conceived. It became the Stronghold of Halstead.<br />
<br />
This sentinel of the western plains stood watch as Wesnoth prospered for many centuries under the protection it provided. No war has overcome it, and its walls have never been overrun. The blood of invaders stains its parapets and the bones of the defeated crumble at the base of Halstead's frozen waves of stone.<br />
<br />
===Introductory Dialogue===<br />
'''Baldras:''' There it is. The stronghold of Halstead.<br />
<br />
'''Harper:''' Look at how tall it is! Those towers rise sheer out of the ground, as if called forth out of the earth.<br />
<br />
'''Baldras:''' That may not be too far from the truth. During the time of the Great Kings of Wesnoth, this land was tamed with powerful magic. Wizards of an ancient era forged the walls of Halstead from the rock below.<br />
<br />
'''Harper:''' I don't see how we can bring it down. They are already invincible in there!<br />
<br />
===Helicrom is Present===<br />
'''Helicrom:''' No, my young friend. Halstead indeed has a weakness. Among my many assets is access to a wealth of secrets few in Wesnoth are privy to.<br />
<br />
You see, the mountain on which the fort was built is solid, but the castle on top has been built and rebuilt many times over the ages. It is not as indestructible as you might think.<br />
<br />
Beneath the structure is a system of catacombs that connects all four towers to the central keep. Over time, after many wars, supports were required to hold up the middle.<br />
<br />
'''Harper:''' So… we can knock out the supports and bring down the stronghold of Halstead. Would it really work?<br />
<br />
'''Baldras:''' I believe it will. Each tower has a passage down to the catacombs. If we can reach the center of each tower, one of our men can escape down to the bowels of the mountain and destroy its support. I am sure we will need to demolish no less than all four supports to raze the fortress.<br />
<br />
====Else====<br />
'''Baldras:''' No, young one. Halstead indeed has a weakness.<br />
<br />
'''Harper:''' How do you know?<br />
<br />
'''Baldras:''' When I was a boy, my father - your grandfather - brought your dad and me to live in Aldril after orcs massacred many in our village. We grew up around here, and we learned many things.<br />
<br />
Beneath the structure is a system of catacombs that connects all four towers to the central keep. The catacombs growing over time, combined with centuries of war, made it necessary to install supports to hold up the middle.<br />
<br />
'''Harper:''' So... we can knock out the supports and bring down the stronghold of Halstead. Would it really work?<br />
<br />
'''Baldras:''' I believe it will. Each tower has a passage down to the catacombs. If we can reach the center of each tower, one of our men can escape down to the bowels of the mountain and destroy its support. I am sure we will need to demolish no less than all four supports to raze the fortress.<br />
<br />
====Dialogue Continues====<br />
'''Harper:''' I hope you're right. In a few hours, night will fall, and we will find out.<br />
<br />
'''Baldras:''' We must be cautious. Look there, a substantial orc force is also advancing on Halstead. They must think Wesnoth's army is spread out right now.<br />
<br />
'''Harper:''' Heh. They're in for a surprise. This may work to our advantage.<br />
<br />
===Cavalry Arrives to Help You===<br />
'''Farseer:''' Look in the distance... riders approach!<br />
<br />
'''Baldras:''' Who is it?<br />
<br />
'''Farseer:''' Help, I hope. Circumstances cannot afford to get much more dire.<br />
<br />
'''Baldras:''' Riders approach from the northwest! Stand fast, men.<br />
<br />
'''Lancer:''' Sound the advance!<br />
<br />
'''Sir Gwydion:''' Knights of Elensefar, behold: the battle has already begun! Make camp here. Then, we CHARGE!<br />
<br />
'''Baldras:''' Amazing. Lord Maddock sent his house guards... his finest troops! Elensefar must be defenseless now. More hinges on this battle than I thought.<br />
<br />
'''Farseer:''' Baldras, Gwydion is Lord Maddock's son. This battle isn't just about Annuvin anymore.<br />
<br />
===Troops Comes to Help Enemy===<br />
'''Narrator:''' That afternoon, another advance element of the main Wesnoth army arrived...<br />
<br />
===Attack Halstead===<br />
'''Dommel:''' I think... I think they're trying to storm Halstead itself... the fools!<br />
<br />
===Enter Halstead===<br />
'''Dommel:''' They have breached the fortress gate! Repulse them!<br />
<br />
===Move a Unit to a Tower Centre===<br />
'''Unit:''' I'm inside the tower! I'm going down to the catacombs - cover me.<br />
<br />
'''Narrator:''' After about an hour…<br />
<br />
'''Unit:''' It's done.<br />
<br />
====Destroy All Four Supports====<br />
'''Baldras:''' I think it's working! Everybody get clear NOW!<br />
<br />
====Halstead Starts to Collapse====<br />
'''Narrator:''' The stronghold of Halstead began to shake...<br />
<br />
'''Unit:''' We cannot stay here. The fortress has started to collapse!<br />
<br />
===Halstead Collapses===<br />
'''Narrator:''' With a thunderous earthquake and a vast billowing of dust, thousands of tons of stone and wood crashed in on itself. Some of it tumbled down the steep sides, while the remainder came to rest several hundred feet below ground, in the bowels of the hollowed-out mountain.<br />
<br />
No one inside the fortress would make it out alive.<br />
<br />
===Time Runs Out===<br />
'''Narrator:''' After more than a week of fierce fighting, the main body of Asheviere's host arrived from Weldyn. The battle was soon finished. Every last man from the province of Annuvin was executed.<br />
<br />
===Baldras Dies===<br />
====As Halstead Collpases====<br />
'''Baldras:''' Men, help me out of here! I am trapped under this rubble.<br />
<br />
'''Narrator:''' No one was able to get to Baldras in time. He and many of his companions died that day beneath the stronghold of Halstead.<br />
<br />
'''Baldras:''' I hope this sacrifice is not in vain... but we will never know.<br />
<br />
====Else====<br />
'''Baldras:''' Our dream of freedom... gone... Unngh.<br />
<br />
====Dialogue Continues====<br />
'''Narrator:''' The rebellion had stakes its all on victory at Halstead, but win or lose, there would be no help for the villagers, ground beneath the wheels of Asheviere's wrath.<br />
<br />
===Harper Dies===<br />
'''Harper:''' Uncle!<br />
<br />
'''Baldras:''' NO!<br />
<br />
I promised your father I would watch after you... and I failed.<br />
<br />
But we are so close to the end. We must finish this. I am sorry you will not be able to enjoy our freedom. Goodbye, Harper.<br />
<br />
===Helicrom Dies===<br />
'''Helicrom:''' Carry on, my friends. Fighting by your side is the most honorable thing I have done...<br />
<br />
===Dommel Dies===<br />
'''Killer:''' Your reign of terror is over, General.<br />
<br />
'''Dommel:''' You will never successfully oppose Asheviere. Her power is too great... This small victory today is but a reprieve from the unimaginable pain you will suffer when the full force of her wrath descends upon you.<br />
<br />
====Supports Destroyed====<br />
'''Baldras:''' This was no small victory. You underestimate the power of love for freedom.<br />
<br />
'''Dommel:''' You... underestimate the... cruelty and ambition of your Queen... unngh..<br />
<br />
====Else====<br />
'''Baldras:''' Small victory? Bah! Now we will raze this fortress and bury it in the earth from whence it came.<br />
<br />
==Scenario 9: Liberty - Epilogue==<br />
The rest of the battle was a blur. The shock of what had happened stunned everybody.<br />
<br />
Baldras and his men fled the plains of western Wesnoth under the cover of night. The spectacle of Halstead's destruction stunned them into a daze that only slowly wore off as they made their way north to and past Elensefar.<br />
<br />
The Elense riders routed the orcish army, small as it was, and sent them back across the Great River. They then scattered to the countryside and were not heard from again. Baldras thought this odd behavior when he heard about it.<br />
<br />
As the main body of Asheviere's army neared the ruins of Halstead, strange things began to happen. Every night, men would disappear. Others were found hacked to bloody pieces. Unexplained misfortune plagued the marching columns. Soldiers dropped dead where they stood, slain by unseen assassins. Fear of an undead menace spread through the ranks.<br />
<br />
When the army of Wesnoth found the ruins of the mighty fortress Halstead, it was too much. Their shock that such a thing could happen combined with the invisible terror stalking them convinced Asheviere's second in command the entire countryside was cursed. He quickly retreated to the traditional border and set up strong defenses against the west.<br />
<br />
Baldras had just crossed the Great River when rumors of night-stalkers filtered through his ranks. With bitter humor he realized that Lord Maddock's men were successfully using tactics Baldras had mastered and used during his resistance.<br />
<br />
The peasants-turned-outlaws finally reached Dallben. It was burnt to the ground. In a panic, they raced through the forest to Delwyn. It was likewise devastated. However, they did find one clue as to what happened...<br />
<br />
...a grimy note nailed to a charred post that read, 'Baldras, You would have been proud. We gave 'em hell. But in the end, it wasn't enough.'<br />
<br />
'We fled like criminals in the night, but we made sure that no one would harass us anymore.'<br />
<br />
'If you wish to find us, head southwest. When you reach the land's end, just keep going. See you in the Three Sisters, old friend. - Relnan'<br />
<br />
==L: Specified Unit Names==<br />
===Humans===<br />
*[[CharactersStorys#Baldras | Baldras]] (Village Elder)<br />
*Jalak (Peasant Youth)<br />
*Delurin (Peasant Youth)<br />
*Red (Peasant Youth)<br />
*Ordo (Village Elder)<br />
*Novus (Village Elder)<br />
*Teneor (Villager)<br />
*Kembe (Peasant Hunter)<br />
*Treagh (Peasant Hunter)<br />
*[[CharactersStorys#Harper | Harper]] (Peasant Youth)<br />
*Remald (Villager)<br />
*Womas (Villager)<br />
*Jasken (Villager)<br />
*Tarwen (Cavalier)<br />
*[[CharactersStorys#Relana | Relnan]] (Senior Village Elder)<br />
*[[CharactersStorys#Lord_Maddock | Lord Maddock]] (General)<br />
*Kestrel (General)<br />
*Rothel (Lieutenant)<br />
*Quentin (Master Bowman)<br />
*Hans (Rogue)<br />
*Link (Thief)<br />
*[[CharactersStorys#Helicrom | Helicrom]] (Shadow Lord)<br />
*Archarel (Royal Guard)<br />
*Linneus (Iron Mauler)<br />
*Jingo (Outlaw)<br />
*Majel (Outlaw)<br />
*Pitcher (Dragoon)<br />
*Dommel (General)<br />
*Sir Gwydion (Paladin)<br />
<br />
===Orcs===<br />
*Fal Khag (Goblin Pillager)<br />
*Gatrakh (Goblin Pillager)<br />
*Thurg (Goblin Pillager)<br />
*Krung (Wolf Rider, Goblin Pillager)<br />
*Gorokh (Wolf Rider, Goblin Pillager)<br />
*Urk Delek (Orcish Warrior)<br />
*Vashna (Orcish Warlord)<br />
<br />
===Saurians===<br />
*[[CharactersStorys#Thhsthss | Thhsthss]] (Saurian Oracle)<br />
<br />
===Undead===<br />
*Mal-Jarrof (Necromancer)<br />
*Mal-Jerod (Necromancer)<br />
*Lich (Sel-Mang)<br />
<br />
===Labels===<br />
*Dallben<br />
*Elensefar<br />
*Port of Elensefar<br />
<br />
<br />
[[Category:Create|*]]<br />
[[Category:Writing|*]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=57862Guide to UMC Content2016-08-07T15:11:06Z<p>Taptap: /* Eras */</p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article ("A", "An", or "The").<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== Add's Army ====<br />
<br />
''Add, a wounded paladin, is posted to the quiet and remote province of Cormell to recover. But when undead creatures start appearing, it's up to Add to do something about it... with whatever motley forces he can muster.''<br />
<br />
'''Author:''' Makepeace McEvoy<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Easy (with a touch of not yet balanced)<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' https://forums.wesnoth.org/viewtopic.php?f=31&t=43806<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 51 scenarios<br />
<br />
'''Version:''' 0.4.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends+Custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
==== Battle Against Time ====<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
==== Bitter Revenge====<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Danse Macabre ====<br />
<br />
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''<br />
<br />
'''Author:''' kamikaze<br />
<br />
'''Maintainer:''' James_The_Invisible<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 12 scenarios<br />
<br />
'''Version:''' 1.2a<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Large Battle<br />
<br />
'''Faction/Era:''' Default, undead<br />
<br />
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33745<br />
<br />
'''Note:''' While the campaign is playable on Wesnoth 1.12 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].<br />
<br />
==== The Dark Alliance ====<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Final Exam ====<br />
<br />
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''<br />
<br />
'''Author:''' Elven<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 4 scenarios<br />
<br />
'''Version:''' 2.6.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Default, Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23398<br />
<br />
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
==== The North Wind ====<br />
<br />
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''<br />
<br />
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''<br />
<br />
'''Author:''' aelius, Deusite; pyndragon<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 1 playable scenario, 6 intended<br />
<br />
'''Version:''' 0.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish, Survival<br />
<br />
'''Faction/Era:''' Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=42854<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Salt Wars ====<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
'''Note:''' Easy difficulty applies to easy and normal settings, hard is a considerable step up in difficulty.<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale from the World of Four Moons.''<br />
<br />
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Era of Four Moons, Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
==== Talentless Mage====<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''<br />
<br />
==== The Tale of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0<br />
<br />
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.7.1<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
<br />
'''Description:''' An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Maintainer:''' Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
'''Status:''' Finished<br />
<br />
'''Factions:'''<br />
<br />
# Aragwaithi<br />
# Windsong<br />
# Human Alliance<br />
# Orcish Union<br />
# Southerners<br />
# Outlaws<br />
# Elementals<br />
# Undead<br />
# Drakes<br />
# Dark Legion<br />
# Sylvans<br />
# Minotaurs<br />
# Vampires<br />
<br />
'''Version:''' 1.1.5.1<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
<br />
==== Era of Magic(EoMa) ====<br />
<br />
'''Description:''' Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
<br />
'''Author:''' Inferno8<br />
<br />
'''Maintainer:''' Inferno8<br />
<br />
'''Status:''' Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
'''Faction Descriptions:'''<br />
<br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
'''Version:''' 1.1.1 (February 18th, 2015)<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
<br />
'''Description:''' Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.<br />
<br />
'''Author:''' mnewton1, Ravana and various<br />
<br />
'''Maintainer:''' Ravana<br />
<br />
'''Status:''' Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
'''Unit Tree:''' [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree]<br />
<br />
'''Factions List:''' Currently there are 91 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
'''Version:''' 4.14 (August 21, 2015)<br />
<br />
'''Git:''' [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]<br />
<br />
<br />
==== Imperial Era (IE) ====<br />
<br />
'''Description:''' One of the oldest maintained user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.<br />
<br />
'''Author:''' Orbivm Project (but really Turin)<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Playable. Available on 1.12 as "Imperial Era" and 1.10 as "Imperial Era Fixed"<br />
<br />
'''Faction Descriptions:'''<br />
<br />
# Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in "Fall of Silvium".<br />
# Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in "Tale of Vaniyera".<br />
# Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the "Alfhelm the Wise" campaign.<br />
# Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in "Up from Slavery".<br />
# Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in "Gali's Contract"<br />
# Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.<br />
# Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.<br />
<br />
'''Version:''' 0.22.1 (July, 2015)<br />
<br />
'''Wiki:''' [[Orbivm]]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=57860Guide to UMC Content2016-08-07T08:50:23Z<p>Taptap: /* Antar, Son of Rheor */</p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article ("A", "An", or "The").<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== Add's Army ====<br />
<br />
''Add, a wounded paladin, is posted to the quiet and remote province of Cormell to recover. But when undead creatures start appearing, it's up to Add to do something about it... with whatever motley forces he can muster.''<br />
<br />
'''Author:''' Makepeace McEvoy<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Easy (with a touch of not yet balanced)<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' https://forums.wesnoth.org/viewtopic.php?f=31&t=43806<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 51 scenarios<br />
<br />
'''Version:''' 0.4.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends+Custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
==== Battle Against Time ====<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
==== Bitter Revenge====<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Danse Macabre ====<br />
<br />
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''<br />
<br />
'''Author:''' kamikaze<br />
<br />
'''Maintainer:''' James_The_Invisible<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 12 scenarios<br />
<br />
'''Version:''' 1.2a<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Large Battle<br />
<br />
'''Faction/Era:''' Default, undead<br />
<br />
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33745<br />
<br />
'''Note:''' While the campaign is playable on Wesnoth 1.12 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].<br />
<br />
==== The Dark Alliance ====<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Final Exam ====<br />
<br />
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''<br />
<br />
'''Author:''' Elven<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 4 scenarios<br />
<br />
'''Version:''' 2.6.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Default, Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23398<br />
<br />
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
==== The North Wind ====<br />
<br />
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''<br />
<br />
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''<br />
<br />
'''Author:''' aelius, Deusite; pyndragon<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 1 playable scenario, 6 intended<br />
<br />
'''Version:''' 0.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish, Survival<br />
<br />
'''Faction/Era:''' Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=42854<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Salt Wars ====<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
'''Note:''' Easy difficulty applies to easy and normal settings, hard is a considerable step up in difficulty.<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale from the World of Four Moons.''<br />
<br />
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Era of Four Moons, Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
==== Talentless Mage====<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''<br />
<br />
==== The Tale of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0<br />
<br />
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.7.1<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
* <b>Description:</b> An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
* <b>Author:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Maintainer:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Status:</b> Finished<br />
<br />
* <b>Faction Descriptions:</b> (Descriptions to be added later)<br />
<br />
01. Aragwaithi<br />
<br />
02. Windsong<br />
<br />
03. Human Alliance<br />
<br />
04. Orcish Union<br />
<br />
05. Southerners<br />
<br />
06. Outlaws<br />
<br />
07. Elementals<br />
<br />
08. Undead<br />
<br />
09. Drakes<br />
<br />
10. Dark Legion<br />
<br />
11. Sylvans<br />
<br />
12. Minotaurs<br />
<br />
13. Vampires<br />
<br />
* <b>Version:</b> 1.1.5.1<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
==== Era of Magic(EoMa) ====<br />
* <b>Description:</b> Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
* <b>Author:</b> Inferno8<br />
<br />
* <b>Maintainer:</b> Inferno8<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> <br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
* <b>Version:</b> 1.1.1 (February 18th, 2015)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
* <b>Description:</b> Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.<br />
<br />
* <b>Author:</b> mnewton1, Ravana and various<br />
<br />
* <b>Maintainer:</b> Ravana<br />
<br />
* <b>Status:</b> Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
* <b>Unit Tree:</b> [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree]<br />
<br />
* <b>Factions List:</b> Currently There are 91 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
* <b>Version:</b> 4.14 (August 21, 2015)<br />
<br />
* <b>Git:</b> [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]<br />
<br />
==== Imperial Era (IE) ====<br />
* <b>Description:</b> (One of?) the oldest maintain user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.<br />
<br />
* <b>Author:</b> Orbivm Project (but really Turin)<br />
<br />
* <b>Maintainer:</b> UnwiseOwl<br />
<br />
* <b>Status:</b> Playable. Available on 1.12 as "Imperial Era" and 1.10 as "Imperial Era Fixed"<br />
<br />
* <b>Faction Descriptions:</b> <br />
Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in "Fall of Silvium".<br />
<br />
Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in "Tale of Vaniyera".<br />
<br />
Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the "Alfhelm the Wise" campaign.<br />
<br />
Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in "Up from Slavery".<br />
<br />
Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in "Gali's Contract"<br />
<br />
Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.<br />
<br />
Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.<br />
<br />
* <b>Version:</b> 0.22.1 (July, 2015)<br />
<br />
* <b>Wiki:</b> [[Orbivm]]<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=57859Guide to UMC Content2016-08-07T08:48:39Z<p>Taptap: /* The Militia */</p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article ("A", "An", or "The").<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== Add's Army ====<br />
<br />
''Add, a wounded paladin, is posted to the quiet and remote province of Cormell to recover. But when undead creatures start appearing, it's up to Add to do something about it... with whatever motley forces he can muster.''<br />
<br />
'''Author:''' Makepeace McEvoy<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Easy (with a touch of not yet balanced)<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' https://forums.wesnoth.org/viewtopic.php?f=31&t=43806<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 51 scenarios<br />
<br />
'''Version:''' 0.4.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends+Custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
==== Battle Against Time ====<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
==== Bitter Revenge====<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Danse Macabre ====<br />
<br />
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''<br />
<br />
'''Author:''' kamikaze<br />
<br />
'''Maintainer:''' James_The_Invisible<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 12 scenarios<br />
<br />
'''Version:''' 1.2a<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Large Battle<br />
<br />
'''Faction/Era:''' Default, undead<br />
<br />
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33745<br />
<br />
'''Note:''' While the campaign is playable on Wesnoth 1.12 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].<br />
<br />
==== The Dark Alliance ====<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Final Exam ====<br />
<br />
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''<br />
<br />
'''Author:''' Elven<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 4 scenarios<br />
<br />
'''Version:''' 2.6.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Default, Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23398<br />
<br />
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
==== The North Wind ====<br />
<br />
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''<br />
<br />
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''<br />
<br />
'''Author:''' aelius, Deusite; pyndragon<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 1 playable scenario, 6 intended<br />
<br />
'''Version:''' 0.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish, Survival<br />
<br />
'''Faction/Era:''' Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=42854<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Salt Wars ====<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
'''Note:''' Easy difficulty applies to easy and normal settings, hard is a considerable step up in difficulty.<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale from the World of Four Moons.''<br />
<br />
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Era of Four Moons, Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
==== Talentless Mage====<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''<br />
<br />
==== The Tale of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0<br />
<br />
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.7.1<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
* <b>Description:</b> An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
* <b>Author:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Maintainer:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Status:</b> Finished<br />
<br />
* <b>Faction Descriptions:</b> (Descriptions to be added later)<br />
<br />
01. Aragwaithi<br />
<br />
02. Windsong<br />
<br />
03. Human Alliance<br />
<br />
04. Orcish Union<br />
<br />
05. Southerners<br />
<br />
06. Outlaws<br />
<br />
07. Elementals<br />
<br />
08. Undead<br />
<br />
09. Drakes<br />
<br />
10. Dark Legion<br />
<br />
11. Sylvans<br />
<br />
12. Minotaurs<br />
<br />
13. Vampires<br />
<br />
* <b>Version:</b> 1.1.5.1<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
==== Era of Magic(EoMa) ====<br />
* <b>Description:</b> Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
* <b>Author:</b> Inferno8<br />
<br />
* <b>Maintainer:</b> Inferno8<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> <br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
* <b>Version:</b> 1.1.1 (February 18th, 2015)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
* <b>Description:</b> Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.<br />
<br />
* <b>Author:</b> mnewton1, Ravana and various<br />
<br />
* <b>Maintainer:</b> Ravana<br />
<br />
* <b>Status:</b> Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
* <b>Unit Tree:</b> [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree]<br />
<br />
* <b>Factions List:</b> Currently There are 91 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
* <b>Version:</b> 4.14 (August 21, 2015)<br />
<br />
* <b>Git:</b> [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]<br />
<br />
==== Imperial Era (IE) ====<br />
* <b>Description:</b> (One of?) the oldest maintain user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.<br />
<br />
* <b>Author:</b> Orbivm Project (but really Turin)<br />
<br />
* <b>Maintainer:</b> UnwiseOwl<br />
<br />
* <b>Status:</b> Playable. Available on 1.12 as "Imperial Era" and 1.10 as "Imperial Era Fixed"<br />
<br />
* <b>Faction Descriptions:</b> <br />
Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in "Fall of Silvium".<br />
<br />
Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in "Tale of Vaniyera".<br />
<br />
Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the "Alfhelm the Wise" campaign.<br />
<br />
Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in "Up from Slavery".<br />
<br />
Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in "Gali's Contract"<br />
<br />
Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.<br />
<br />
Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.<br />
<br />
* <b>Version:</b> 0.22.1 (July, 2015)<br />
<br />
* <b>Wiki:</b> [[Orbivm]]<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=57858Guide to UMC Content2016-08-07T08:41:22Z<p>Taptap: /* Salt Wars */</p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article ("A", "An", or "The").<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== Add's Army ====<br />
<br />
''Add, a wounded paladin, is posted to the quiet and remote province of Cormell to recover. But when undead creatures start appearing, it's up to Add to do something about it... with whatever motley forces he can muster.''<br />
<br />
'''Author:''' Makepeace McEvoy<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Easy (with a touch of not yet balanced)<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' https://forums.wesnoth.org/viewtopic.php?f=31&t=43806<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 51 scenarios<br />
<br />
'''Version:''' 0.4.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends+Custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
==== Battle Against Time ====<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
==== Bitter Revenge====<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Danse Macabre ====<br />
<br />
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''<br />
<br />
'''Author:''' kamikaze<br />
<br />
'''Maintainer:''' James_The_Invisible<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 12 scenarios<br />
<br />
'''Version:''' 1.2a<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Large Battle<br />
<br />
'''Faction/Era:''' Default, undead<br />
<br />
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33745<br />
<br />
'''Note:''' While the campaign is playable on Wesnoth 1.12 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].<br />
<br />
==== The Dark Alliance ====<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Final Exam ====<br />
<br />
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''<br />
<br />
'''Author:''' Elven<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 4 scenarios<br />
<br />
'''Version:''' 2.6.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Default, Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23398<br />
<br />
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
==== The North Wind ====<br />
<br />
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''<br />
<br />
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''<br />
<br />
'''Author:''' aelius, Deusite; pyndragon<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 1 playable scenario, 6 intended<br />
<br />
'''Version:''' 0.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish, Survival<br />
<br />
'''Faction/Era:''' Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=42854<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Salt Wars ====<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
'''Note:''' Easy difficulty applies to easy and normal settings, hard is a considerable step up in difficulty.<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale from the World of Four Moons.''<br />
<br />
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Era of Four Moons, Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
==== Talentless Mage====<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''<br />
<br />
==== The Tale of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0<br />
<br />
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.7.1<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
* <b>Description:</b> An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
* <b>Author:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Maintainer:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Status:</b> Finished<br />
<br />
* <b>Faction Descriptions:</b> (Descriptions to be added later)<br />
<br />
01. Aragwaithi<br />
<br />
02. Windsong<br />
<br />
03. Human Alliance<br />
<br />
04. Orcish Union<br />
<br />
05. Southerners<br />
<br />
06. Outlaws<br />
<br />
07. Elementals<br />
<br />
08. Undead<br />
<br />
09. Drakes<br />
<br />
10. Dark Legion<br />
<br />
11. Sylvans<br />
<br />
12. Minotaurs<br />
<br />
13. Vampires<br />
<br />
* <b>Version:</b> 1.1.5.1<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
==== Era of Magic(EoMa) ====<br />
* <b>Description:</b> Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
* <b>Author:</b> Inferno8<br />
<br />
* <b>Maintainer:</b> Inferno8<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> <br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
* <b>Version:</b> 1.1.1 (February 18th, 2015)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
* <b>Description:</b> Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.<br />
<br />
* <b>Author:</b> mnewton1, Ravana and various<br />
<br />
* <b>Maintainer:</b> Ravana<br />
<br />
* <b>Status:</b> Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
* <b>Unit Tree:</b> [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree]<br />
<br />
* <b>Factions List:</b> Currently There are 91 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
* <b>Version:</b> 4.14 (August 21, 2015)<br />
<br />
* <b>Git:</b> [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]<br />
<br />
==== Imperial Era (IE) ====<br />
* <b>Description:</b> (One of?) the oldest maintain user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.<br />
<br />
* <b>Author:</b> Orbivm Project (but really Turin)<br />
<br />
* <b>Maintainer:</b> UnwiseOwl<br />
<br />
* <b>Status:</b> Playable. Available on 1.12 as "Imperial Era" and 1.10 as "Imperial Era Fixed"<br />
<br />
* <b>Faction Descriptions:</b> <br />
Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in "Fall of Silvium".<br />
<br />
Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in "Tale of Vaniyera".<br />
<br />
Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the "Alfhelm the Wise" campaign.<br />
<br />
Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in "Up from Slavery".<br />
<br />
Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in "Gali's Contract"<br />
<br />
Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.<br />
<br />
Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.<br />
<br />
* <b>Version:</b> 0.22.1 (July, 2015)<br />
<br />
* <b>Wiki:</b> [[Orbivm]]<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=57857Guide to UMC Content2016-08-07T08:36:47Z<p>Taptap: /* Campaigns */</p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article ("A", "An", or "The").<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== Add's Army ====<br />
<br />
''Add, a wounded paladin, is posted to the quiet and remote province of Cormell to recover. But when undead creatures start appearing, it's up to Add to do something about it... with whatever motley forces he can muster.''<br />
<br />
'''Author:''' Makepeace McEvoy<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Easy (with a touch of not yet balanced)<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' https://forums.wesnoth.org/viewtopic.php?f=31&t=43806<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 51 scenarios<br />
<br />
'''Version:''' 0.4.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends+Custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
==== Battle Against Time ====<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
==== Bitter Revenge====<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Danse Macabre ====<br />
<br />
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''<br />
<br />
'''Author:''' kamikaze<br />
<br />
'''Maintainer:''' James_The_Invisible<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 12 scenarios<br />
<br />
'''Version:''' 1.2a<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Large Battle<br />
<br />
'''Faction/Era:''' Default, undead<br />
<br />
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33745<br />
<br />
'''Note:''' While the campaign is playable on Wesnoth 1.12 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].<br />
<br />
==== The Dark Alliance ====<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Final Exam ====<br />
<br />
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''<br />
<br />
'''Author:''' Elven<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 4 scenarios<br />
<br />
'''Version:''' 2.6.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Default, Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23398<br />
<br />
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
==== The North Wind ====<br />
<br />
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''<br />
<br />
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''<br />
<br />
'''Author:''' aelius, Deusite; pyndragon<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 1 playable scenario, 6 intended<br />
<br />
'''Version:''' 0.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish, Survival<br />
<br />
'''Faction/Era:''' Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=42854<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Salt Wars ====<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale from the World of Four Moons.''<br />
<br />
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Era of Four Moons, Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
==== Talentless Mage====<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''<br />
<br />
==== The Tale of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0<br />
<br />
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.7.1<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
* <b>Description:</b> An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
* <b>Author:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Maintainer:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Status:</b> Finished<br />
<br />
* <b>Faction Descriptions:</b> (Descriptions to be added later)<br />
<br />
01. Aragwaithi<br />
<br />
02. Windsong<br />
<br />
03. Human Alliance<br />
<br />
04. Orcish Union<br />
<br />
05. Southerners<br />
<br />
06. Outlaws<br />
<br />
07. Elementals<br />
<br />
08. Undead<br />
<br />
09. Drakes<br />
<br />
10. Dark Legion<br />
<br />
11. Sylvans<br />
<br />
12. Minotaurs<br />
<br />
13. Vampires<br />
<br />
* <b>Version:</b> 1.1.5.1<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
==== Era of Magic(EoMa) ====<br />
* <b>Description:</b> Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
* <b>Author:</b> Inferno8<br />
<br />
* <b>Maintainer:</b> Inferno8<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> <br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
* <b>Version:</b> 1.1.1 (February 18th, 2015)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
* <b>Description:</b> Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.<br />
<br />
* <b>Author:</b> mnewton1, Ravana and various<br />
<br />
* <b>Maintainer:</b> Ravana<br />
<br />
* <b>Status:</b> Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
* <b>Unit Tree:</b> [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree]<br />
<br />
* <b>Factions List:</b> Currently There are 91 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
* <b>Version:</b> 4.14 (August 21, 2015)<br />
<br />
* <b>Git:</b> [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]<br />
<br />
==== Imperial Era (IE) ====<br />
* <b>Description:</b> (One of?) the oldest maintain user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.<br />
<br />
* <b>Author:</b> Orbivm Project (but really Turin)<br />
<br />
* <b>Maintainer:</b> UnwiseOwl<br />
<br />
* <b>Status:</b> Playable. Available on 1.12 as "Imperial Era" and 1.10 as "Imperial Era Fixed"<br />
<br />
* <b>Faction Descriptions:</b> <br />
Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in "Fall of Silvium".<br />
<br />
Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in "Tale of Vaniyera".<br />
<br />
Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the "Alfhelm the Wise" campaign.<br />
<br />
Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in "Up from Slavery".<br />
<br />
Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in "Gali's Contract"<br />
<br />
Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.<br />
<br />
Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.<br />
<br />
* <b>Version:</b> 0.22.1 (July, 2015)<br />
<br />
* <b>Wiki:</b> [[Orbivm]]<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=TheEasternInvasion&diff=56373TheEasternInvasion2015-05-04T21:53:44Z<p>Taptap: /* Evacuation */</p>
<hr />
<div>:''This walkthrough has been updated for version 1.12.0.''<br />
<br />
<br />
In this campaign you play the role of Gweddry, a human Sergeant who has the responsibility of dealing with a powerful Lich who wants to destroy Wesnoth. As a sargeant, Gweddry has the potential to level up into a Grand Marshal, a level 4 unit that can empower his troops significantly through Leadership. You start with the support of a White Mage named Dacyn, who will be by your side throughout the campaign.<br />
<br />
As any other walkthrough, this document describes plot details that can be considered spoilers. This is particularly true for this campaign, since it contains quite a few surprises along the way, and at some points you will have to make choices that will have important repercussions for later scenarios. You may wish to read ahead to see what you will be facing. In particular, you might wish to read about the scenarios ''Captured'', ''Evacuation'' and ''Weldyn Under Attack'' in order to plan ahead.<br />
<br />
You will encounter different types of enemies, mostly undead units (especially towards the beginning and the end of the campaign), as well as orcs and trolls. Mages and Heavy Infantrymen will provide the backbone of your army. You'll probably want to level up at least one extra Mage of Light (other than Dacyn), and a few Arch/Silver Mages and Iron Maulers. You can also recruit Spearman, Cavalryman and Horseman units (the latter a few scenarios into the campaign), but their importance is perhaps less pronounced in many of the scenarios.<br />
<br />
You will encounter a few tough challenges along the way, so be prepared, and be careful assigning experience to your units, especially during the first few scenarios.<br />
<br />
=== The Outpost ===<br />
<br />
* Objectives: Defend the outpost, then move Gweddry to the trapdoor.<br />
* Lose if: Gweddry or Dacyn dies, or turns run out.<br />
* Turns: 16.<br />
* Starting units: Gweddry, Dacyn.<br />
<br />
The best approach is to recruit heavy infantry and optionally a mage. Build a line using the heavy infantry, using the castle hexes and other hexes to the northwest. When and if you have more money available later, purchase additional heavy infantry.<br />
<br />
Just hold out for the enemy attack during night time; only rotate wounded units if possible, but do not counter-attack. At dawn, start your counter-attack without worrying too much about keeping the original line intact. Instead, try to level 2 or 3 HI to Shock Troopers. The enemy's forces quickly will cease to be any danger to yours.<br />
<br />
On turn 7, Dacyn will mysteriously disappear, and you'll briefly meet Mal-Ravanal, the leader of the undead. On turn 10 (easy) or 12 (hard) the white mage returns and points out a trap door to exit the level. (Note that this trap door will be near your starting fort, so you'll either need to hold the fort or be prepared to get back to it by turn 16).<br />
<br />
Use the remaining turns to level as many units as possible and only move your leader onto the trap door in the very last turn. You may be able to finish with a couple of shock troopers, another white mage, or a level 2 Gweddry.<br />
<br />
On challenging, this scenario is quite, hmm, challenging. You can try purchasing a couple of calvary to use as a diversionary force, capturing enemy villages and running away, taunting and distracting the enemy, and sacrificing them if necessary to save your more valuable units.<br />
<br />
=== Escape Tunnel ===<br />
* Objectives: Move Gweddry to the end of the tunnel.<br />
* Lose if: Gweddry or Dacyn dies, or turns run out.<br />
* Turns: 26/24/22 (easy/medium/hard).<br />
* Starting units: Gweddry, Dacyn.<br />
* Other:<br />
** Permanent holy amulet in north.<br />
** Treasure of 200 gold in southeast.<br />
<br />
This scenario occurs in a small cave occupied by trolls and dwarves. You start on the far west of the map, and your mission is to take Gweddry all the way to the opposite side.<br />
<br />
Take some time to choose your supporting units, depending on which ones you want to level up the quickest. Heavy Infantry are excellent frontline units, but the downside is that they move very slowly in caves. However, since Gweddry is the only unit that ''has'' to get quickly to the far east, this might not be a big problem. You can also go for a group of mostly Mages, and a couple of Spearmen. One keep of units in total should easily be enough—there's also a convenient keep with one castle tile to recruit additional units in the middle of the map, in case you need it during the battle.<br />
<br />
The map is quite small. A little east from your keep the path is forked into three directions: north is a small area with a holy amulet, east is the troll keep and south is the dwarven keep. These two last paths will merge again to the east, leading to the exit, where Gweddry needs to go. The dwarves are friendly and will help you fight your enemies.<br />
<br />
Given that you will probably be using inexperienced units, it's perhaps best to avoid going directly into the troll keep, but you can hold your position near the crossroads, on the southern path, where you can easily witness a lot of action between trolls, dwarves and undead (who are following you and show up on turn 6 from the west). The different armies will all fight each other. If you want to take a defensive stance, after having moved all your units south position one strong unit (a spearman or HI) at the end of the path leading south (so only one unit a turn can attack him) and position the White Mage right behind him to heal it every turn. These two units should easily keep of the enemies following you until the end of the scenario.<br />
<br />
The holy amulet to the north is a very useful item, which will make all the attacks (melee and ranged) of the unit that picks it up of type ''arcane''—and, unlike in other campaigns, this holy amulet is permanent! Send a quick Spearman there or Gweddry. Giving Gweddry the holy amulet (instead of a Spearman) allows him to level very quickly, which is important, since he can advance to Grand Marshal. This gives benefits in other ways on a number of later scenarios as well, such as the scenario ''The Crossing'', where you can get an easy first turn kill against the undead leader and take his castle.<br />
<br />
Move Gweddry to the northeast escorted by other units, to help him fight individual trolls if necessary, but before moving him to the end of the cave (which ends the level) send one of your units to the cave south–east, past the funny signpost warning you of the troll hole. In the cave you will discover a chest containing a troll treasure amounting to 200 gold.<br />
<br />
[Thrash: Alternately, I used predominately Heavy Infantry on this level. I found (on medium) they were tough enough to hold the central cave and pretty much beat the trolls into submission long enough for Gweddry to run north to the the amulet and then cover his retreat south, only then recruiting a mage when the troll numbers were lower. With other units, I had problems with the trolls overrunning them and getting Gweddry trapped to the north. Also a heavy infantry in the village by your starting fort will hold off the undead for a long time.]<br />
<br />
=== An Unexpected Appearance ===<br />
* Objectives: Defeat either enemy leader.<br />
* Lose if: Gweddry or Dacyn dies or turns run out.<br />
* Turns: 20.<br />
* Starting units: Gweddry, Dacyn.<br />
* Other:<br />
** Your next scenario depends on which leader you defeat.<br />
<br />
In this scenario you have to defeat one of the dark sorcerers on the edges of the map. Your next scenario will depend on the enemy you choose to kill. Killing the one to the west will take you to the ''Elven Alliance'' scenario, while the one to the east takes you to ''The Undead Border Patrol''.<br />
<br />
Going east is more difficult, especially on hard, but brings you more reward, such as the chance to go to Mal-Ravanal's Capital, which gives you the opportunity to get extra experience (a lot for whoever survives) and a loyal Paladin and several Knights.<br />
<br />
First kill Mal-Tar to get your keep. To do this, shoot him with Dacyn and attack him with Gweddry's melee. If you don't kill him the first turn, second turn kill him with Dacyn so Gweddry can recruit. You will be fighting a mix of undead and bats, so recruit Heavy Infantry and Mages (if you gave the amulet to a Spearman in the previous scenario, recall him, too). Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive one at a time and he can kill one per turn.<br />
<br />
On easy or medium (or hard going west), the attackers should be no problem, so focus on leveling units. If you move quickly you should only need to fight the attackers from one leader. Of course you can have some of your units double back to engage the second set.<br />
<br />
=== Diverging Campaign Path ===<br />
<br />
==== Elven Alliance ====<br />
* Objectives: Defeat enemy leader.<br />
* Lose if: Gweddry, Dacyn or Volas dies or turns run out.<br />
* Turns: 24/22/20 (easy/medium/hard)<br />
* Starting units: Gweddry, Dacyn.<br />
<br />
The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want to leave ONE unit near him to make sure. The assassin disappears into the forest, but you won't bump into him, he'll just reappear near the elf leader on turn 6.<br />
<br />
Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, and be good for reinforcements when the first troops are wounded.<br />
<br />
Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to heal those who need it most - those on the corners, and any mages who are on the front lines.<br />
<br />
There is a village at {20,8} that can prove tactically very useful, because the elves usually fight somewhere near it.<br />
The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this village and take it over with a resilient spearman, or a HI.<br />
<br />
Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears, you may ignore it unless you have a unit close-by. In that case, use it to fight the assassin. Keep pressing up. It is possible to kill the orcish leader by turn 9 for a nice gold bonus.<br />
<br />
==== The Undead Border Patrol ====<br />
* Objective: Defeat either enemy leader.<br />
* Lose if: Gweddry or Dacyn dies, or turns run out.<br />
* Turns: 20.<br />
* Starting units: Gweddry, Dacyn.<br />
* Other:<br />
** Your next scenario depends on which leader you defeat.<br />
<br />
This scenario also depends on which way you want to go. There is a Dark Sorcerer in the north-west corner and a Lich in the south-east corner. Defeating the Lich will give you the chance to go to ''Mal-Ravanal's Capital'', a challenging but rewarding scenario, while defeating the sorcerer is easier, and takes you directly to ''The Northern Outpost''.<br />
<br />
If going NW, it is fairly straightforward. The enemy is relatively weak. Do the same as in Unexpected Appearance—you may recruit a couple of suicide cavalrymen to distract the bats. One will probably get enough XP to be worth recalling. Because of the open terrain, it is recommended to use mostly heavy infantry and spearmen with the holy amulet on this level and few mages. However, as in most scenarios against undead, white mages are very useful. Try to get the opponent to fight you from the sand; this gives you a significant advantage.<br />
<br />
If you go East, expect to take some time getting over the river and through the swamp. A small force recruited to defend the fort will keep troops from the NW off of your backside and they'll pick up a good amount of experience in the process.<br />
<br />
===== Mal-Ravanal's Capital =====<br />
* Objective: Escape from the capital by killing one of the two dark sorcerers.<br />
* Lose if: Gweddry or Dacyn dies, or turns run out.<br />
* Turns: 26.<br />
* Starting units: Gweddry, Dacyn.<br />
<br />
Only reachable from ''The Undead Border Patrol'' scenario, but you may skip it and go directly to ''Northern Outpost''.<br />
<br />
The main reason to get here is to acquire a cavalry force of one Paladin (a loyal unit) and five Knights. Focus on freeing the horsemen as quickly as possible. To do this, kill the 6 Revenants guarding the cages (they will not move unless you attack them first), but note the number of Knights available is reduced by one for each of your troops that die *after you rescue the first one*. You might want to make sure any expendable troops are "expended" before this. Each rescued unit pops in with full moves.<br />
<br />
The regular Time of Day cycle does not apply here. Instead, dusk and night are twice as long as usual, so adjust your tactics accordingly. Most importantly, try to finish the mission quickly.<br />
<br />
''Comments'': This is a very challenging scenario. I started with only 100 gold, so I recalled one Mage, two Shock Troopers, one Heavy Infantry, and my holy Halberdier. I defended the starting castle for about 10 turns until the Revenants had made their way over to me. Upon killing several of them, I freed some imprisoned Knights and a Paladin. I moved my forces to kill the Death Knight, and then split my forces. I sent one group to attack Mal-Ravanal and the other to kill the Necromancer in the NW corner. By turn 30, my Eastern assault force was in postion to attack Mal-Ravanal. However, when I attacked him I wasn't able to defeat him. When I was ready, I killed the NW Necromancer and progressed to ''The Northern Outpost''.<br />
<br />
If you just want to rescue the paladin and 5 knights and get out (in 1.6), this is how I finished that by turn 8. The horses were captive in 6 cages, 4 in a northern loop and 2 in a southern loop. First turn, I sent a quick shock trooper, quick heavy, and a white mage (not Dacyn) around the northern loop, looping from bottom to top. I looped that way to clear the middle ASAP and escape the oncoming troops. Also first turn, I sent 3 shock troopers around the southern loop, looping from top to bottom. If you encounter resistance, kill it quick or run as required, and instead focus on killing the guards fast, which conveniently don't hit back. On turn 2, I recruited another keep full of recruits and immediately sent everyone else to take out the northwestern leader. Time it so you kill the northwestern leader just as the last horses are rescued. It is by no means easy, but this way I managed to lose only a few HI types while picking up all 6 horses.<br />
<br />
[elvish_sovereign] (1.8.2 Normal) An alternate strategy for the above if you have more leveled mages than leveled HI's. It also requires that you gave the Holy Amulet to Gweddry. I sent a single quick Shock Trooper due south (recruited on the southern-most hex on the starting castle), which promptly took out the southern Revenant on turn 3. Forget about the villages, it'll only delay you. I sent Dacyn due north, a quick RM go take out the second from the bottom Revenant, and a quick HI and a WM with Gweddry to take out the middle-couple Revenants. I also recruited two HI's to stop the advance and distract the two Dark Sorcerers' troops. After Gweddry and the WM take out the third from the bottom Revenant, send that Knight south. After taking out the Revenant with the RM, send the RM, Shock Trooper, and the three Knights in the direction of the SW Dark Sorcerer. Meanwhile, Gweddry, the WM, and the HI take out the third from the top Revenant, and then get Gweddry the hell outta there with the WM. have Dacyn free the Paladin first, then have the remaining Knights, HI, and the Paladin take out the remaining Revenant and hold out in the north. As Gweddry is fleeing and the final Revenants are being felled, break through the SW Dark Sorcerer's lines (which should be easy if you distracted them properly) with the RM and the Shock Trooper, and send the three Knights to knock him into oblivion. I finished on turn 8 with no losses, but had some near-death moments.<br />
<br />
[Thrash] My take on just getting the paladin and 5 knights quickly is you want to send units in parallel to attack the NW enemy and free as many of the knights at the same time. The trick is you free the knights and then kill the NW leader right after before all your troops get overwhelmed by units from the East. Time of day is critical - if you can get to the revenants before dusk, a white mage or shock trooper can kill them in one turn, after that it will take two turns or a little help (like a previously freed knight). Gweddry, even with an amulet, will probably take 3 turns to kill one, but with his one turn head start, that's OK. With one fort of recruits (2 white mages and 4 shock troopers), I was able to free 5 of the 6 and kill the NW enemy leader on turn 6. I sent 3 shock troopers and a white mage at the NW enemy, diverting one of those to freeing the 6th knight probably would have gotten me 6 out of the 6.<br />
<br />
=== The Northern Outpost ===<br />
* Objectives:<br />
** Find the outlaw leader in the villages and kill him.<br />
** Defeat the undead leader.<br />
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.<br />
* Turns: 20.<br />
* Starting units: Gweddry, Dacyn, Terraent.<br />
* Other:<br />
** A holy amulet is located on the south-west.<br />
** Horseman units can now be recruited.<br />
** Owaec joins your team after the fight is over.<br />
<br />
This scenario is reachable from the ''Elven Alliance'', ''The Undead Border Patrol'', and ''Mal-Ravanal's Capital'' scenarios.<br />
<br />
Here, there are two enemies that you must defeat: the undead and the outlaws. It is a good idea to create a separate task force for each.<br />
<br />
The undead are fairly straightforward to defeat, and in any case Owaec usually does a good part of the work. To finish off the undead, it's useful to have a white mage, since Dacyn will be busy with his special spell to reveal the outlaws for this scenario. If you don't have a white mage, you can try recruiting a few mages or else go back one or more scenarios and promote a mage to white mage. In addition to the mages or white mage, recall whomever picked up the holy amulet in one of the previous scenarios and have them accompany Gweddry to the southeast. If Gweddry is the one with the holy amulet and you have a white mage, then you can supplement them with a mage. You should also send a cavalryman/horseman or quick spearman to pick up the new holy amulet in the southwest.<br />
<br />
By contrast to the undead, the outlaws require a novel strategy. Recruit/recall fast units, e.g., cavalry and horsemen. You may supplement them by recalling quick spearmen and quick shock troopers. The challenge is that criminals will sometimes appear randomly around the villages you flag. Therefore, before flagging a village, make sure you have several healthy units around it. Note that you will get a chance to kill any newly appeared outlaws before they get a move. Outlaws will not appear in the villages that Owaec flags, so don't worry about him uncovering enemies for you. Send your outlaw hunting posse up the eastern side of the map flagging villages and fighting the bandits. One of the villages has the assassin that is the outlaw leader, and there are a lot of villages, so speed is of the essence.<br />
<br />
Once your undead task force has finished the undead, form them into a second outlaw hunting posse, transferring units as needed from the first posse. When you come across the village where the bandit leader hides, divert any available units to the battle, as the bandits have a bite.<br />
<br />
Note: A Cavalry force (such as the one acquired in Mal-Ravanal's Capital) makes short work of the bandits. Lower level units have trouble against the bandits, especially at night.<br />
<br />
Also note, that from this scenario on you can recruit horsemen. You might want to level up a paladin or two, for fast mobile undead removal services (and quick leader assassination).<br />
<br />
[Thrash] When I played, Oweac only recruited a couple mages, so he needed significant help as they get slaughtered quickly - I'd say 3-4 units. Also you don't really need to surround a village before flagging it, just have units in range to sweep in and attack if bandits pop out; this can save you some turns as move around as you can send one unit in to flag a village and move the rest on if nothing appears. Finally, the outlaw leader ran away when I played, so be prepared to chase him down.<br />
<br />
=== Two Paths ===<br />
* Objective: Defeat either enemy leader.<br />
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.<br />
* Turns: 18/17/16 (easy/medium/hard).<br />
* Starting units: Gweddry, Dacyn, Owaec.<br />
* Other:<br />
** Your next scenario depends on which leader you defeat.<br />
<br />
You must choose between going north to attack the orc leader or going north-west to attack the undead leader.<br />
<br />
One option is going north on the very east side of the map trying to fight your enemies from solid ground and mountains while they stand on sand ground with weak defense. As your troops move very slowly on this terrain, you will likely take some heavy losses however, as your enemies keep surrounding you. Also this will presumably take too many turns to reach the orc leader in time.<br />
<br />
Thus the preferred choice is to recall a couple of shock troopers and white mages and move them on the path to the north-west in a tight formation towards the undead leader. Once you survived the first enemy onslaught without loosing units, the rest of this scenario becomes rather easy as the remaining enemies come one by one. Make sure to keep on moving fast to the north-west to reach the undead leader before turns run out.<br />
<br />
On hard (and version 1.8.3), what will probably work better is an all-out suicidal calvary charge to assassinate the undead leader as quickly as possible.<br />
<br />
It's worth noting that killing the orc leader results in what appears to be an easier and more rewarding subsequent scenario (The Crossing) than killing the undead leader (Undead Crossing).<br />
<br />
=== Diverging Campaign Path ===<br />
<br />
==== Undead Crossing ====<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Gweddry, Dacyn or Owaec dies or turns run out.<br />
* Turns: 18.<br />
* Starting units: Gweddry, Dacyn, Owaec.<br />
<br />
You need to cross the river, but not without first defeating a necromancer who is occupying a small island to the north.<br />
<br />
A good general strategy can be something like the following: recall a couple of quick swordsmen (or about-to-level quick spearmen), two white mages, a red mage or multiple regular mages, and any units with holy amulets. Shock troopers are too slow. Send these units as quickly as possible northwest through the swamp towards the eastern crossing. Meanwhile, recruit/recall calvary. The calvary should run as fast as possible along the southern board edge (so as to not attract undue attention from bats and swimming undead) and then up the western crossing. You can divert a couple of calvary and Owaec to snatch up villages and then those units can join the eastern assault.<br />
<br />
Now, this scenario has a nasty surprise... Once you have fought off the bats and skeletons, you will find this was not all, as the undead leader summons a number of cuttlefish monsters (1, 2 or 4 according to the difficulty level: easy, medium or hard respectively), which appear in the water between the two crossings. These always appear on turn number 10. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack.<br />
<br />
You have at least three options for the crossing. Option 1 is to just try to get a couple of your calvary across each of the two crossings, while the rest of your units run like hell away from the water and swamp. Option 2 is to send across more units while tossing a spearman into the water as bait. Option 3 is to fight the cuttlefish, which is extremely hazardous. For a fight, maneuver your units to encourage the cuttlefish to separate, then use good melee troops backed by Gweddry (for leadership) and a white mage to kill them one at a time. Good luck. Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.<br />
<br />
==== The Crossing ====<br />
* Objective: Get Gweddry and Owaec across the river.<br />
* Lose if: Gweddry, Dacyn or Owaec dies or turns run out.<br />
* Turns: 24.<br />
* Starting units: Gweddry, Dacyn, Owaec.<br />
* Other:<br />
** Special bonuses if the objective is completed while the Ogre leader is still alive.<br />
<br />
The challenge for this scenario is crossing a wide river, where units are very vulnerable, and have very restricted mobility (particularly horses). On the northern bank of the river you will find orcs and ogres, who will fight each other given the opportunity. To the south you will find an undead leader, who will receive reinforcements by turn 8.<br />
<br />
I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river, so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)<br />
<br />
If you have Holy Gweddry, you can (sometimes) get a 1st turn kill on the 1st undead leader, scarf up all the villages, and return to kill the 2nd undead forces before their leader can recruit anything. If you don't, the second undead leader will recruit lots of level two units. The orcs will start out across the river, but usually most of them turn back to fight the ogre reinforcements. Waiting till their first wave hits your shore and wiping them out in the water will probably leave you just enough time to cross the river and find there are only 2 or 3 enemy units left besides the leaders.<br />
<br />
[Thrash] I don't think the above is realistic in 1.8.3. The leader is a Revenant with 47HP, both Gweddry (lvl 2) and Oweac (lvl 1) together would have to hit 100% to dish that out in one turn. He does come out to grab a village though, and Dacyn can make short work of him on turn 2.<br />
<br />
Make sure to cover your rear flank with some expendable troops (such as Heavy Infantry) as the undead can move more quickly through the water than your units. Alternately, if you kill the first wave of undead quickly enough (by turn 3), you can make it across the river before the second wave catches you from behind.<br />
<br />
Another strategy is to go straight into the water after killing the first undead leader using the deep water in the middle of the path to seperate the orc forces. You go to the right with Gweddry and Owaec and some support troops while letting the ogres kill many of the orcs in your way. Knights and a Paladin can hold off the orcs enough to get across while the undead behind you are not an issue. <br />
<br />
If the ogre leader is alive at the end of the scenario, he agrees to help you, which results in the following bonuses: he joins you as a loyal unit, you get two free Ogres, and you skip ''Training the Ogres'' scenario and go directly to ''Xenophobia''.<br />
<br />
[Thrash] I had problems with the Ogre leader dying before I could get to him. Sending Oweac into the river on turn 1 seemed to draw enough of the orcs south to solve this problem.<br />
<br />
[Hipparchos] Agreed this is the only way to save the ogre leader (all others are too slow). I played this several ways before deciding the easiest is to recruit/recall only units with 6+ movement (horsemen, cavalrymen, fast mages and fast spearmen) which move 2 hexes through the water. Send them immediately south to the undead keep and defeat the units there in the first few turns. Then occupy the keep and wait for the reinforcements while one horseman goes west to take villages. With no keep, the reinforcements are small and easy to defeat. Then you have no problems to your rear as your fast units catch up to Oweac and cross the river. You'll take some hits on the far bank but should get through in time to keep the ogres alive.<br />
<br />
=== Training the Ogres ===<br />
* Objective: Capture the ogres.<br />
* Lose if: Gweddry, Dacyn or Owaec dies.<br />
* Turns: Unlimited.<br />
* Starting units: Gweddry, Dacyn, Owaec.<br />
* Other:<br />
** To add ogres to your army, "capture" them by ZoC-locking them.<br />
<br />
<br />
This can be a confusing scenario to understand. Basically, your three units just have to survive. However, if you want to be able to recall ogres later, you need to "capture" them by surrounding them. Any ogre which cannot move more than one hex in every direction will be added to your recall list. Ogres which reach the rocky borders will "escape".<br />
<br />
Ogres are especially mobile on mountains (such as in the scenario ''Lake Vrug'') and in caves (in the scenario ''Captured''). Being of neutral alignment, ogres can be helpful at night (especially in the scenario ''Weldyn Under Attack''). It's best to capture at least two.<br />
<br />
<br />
=== Xenophobia ===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Gweddry, Dacyn or Owaec die or turns run out.<br />
* Turns: 40/36/32 (easy/medium/hard).<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug.<br />
* Other:<br />
** A holy amulet near the orcs' keep.<br />
<br />
This is a fun and silly level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming alliances. The scenario is not very difficult, so you can use this time to gain some experience for your units and pick up another permanent holy amulet (in the north, roughly in the middle between the dwarf and the orc keep).<br />
<br />
You have two obvious options: attack the elves first or the dwarves first. Don't worry, they will be distracted by the orcs. After you kill the first leader, proceed to the orcs and then finish off the remaining leader.<br />
<br />
Attacking the elves first has the advantage that they have the richest lands, i.e., the most villages, so it means more gold for you by the end of the scenario. It has the side effect that you're more likely to face a live orc leader relative to if you had attacked the dwarves first, as the elves are pretty good at killing him.<br />
<br />
Attacking the dwarves first has the advantage that it's probably easier, since the orc leader is more likely to die at the hands of the elves. It has the disadvantage that you have to spend time getting out of the dwarven mountains and then you will ultimately fight a lot of elves, though most of them will have come out of their forests by then.<br />
<br />
In either case, you have a lot of ground to cover, so try to do without any non-quick shock troopers. Calvary, white mages, red mages and spearman track units (preferably quick) are all good.<br />
<br />
By the end of this scenario, it's very useful to have Gweddry at least on level 3, allowing you to use his leadership ability on other units like ogres (who reach their maximum at level 2). Leveling up a group of key units will also be very important for the upcoming scenario ''Captured'', where you won't be able to recruit, but a group of your most experienced veterans will have to fight their way out of a cave. You may want to prepare several mages and knights.<br />
<br />
=== Lake Vrug ===<br />
* Objective: Defeat the trolls and gryphons, and move Dacyn to the stronghold<br />
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.<br />
* Turns: 30.<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug.<br />
* Other:<br />
** The stronghold provides 100 gold.<br />
<br />
This is a very confusing hide and seek scenario that could take you several pointless restarts until you have finally discover the enemy leaders.<br />
<br />
There are three keeps, all north of the river. The troll leader has his keep on the northeast (go to the right into the mountains directly after crossing the bridge). To find the other two keeps, go west right after crossing the river; if you stay close to the southern line of mountains, you'll find the gryphon keep pretty easily. Finally, there is a stronghold straight north from the gryphons, and Dacyn must reach this fortress to complete the level.<br />
<br />
Gryphons are vulnerable to the impact damage of heavy infantry and shock troopers, so recall two or three, preferably quick ones. Also recall another white mage to supplement Dacyn and as many ogres as possible, because they are probably the most useful unit for this scenario. The reason is simple: the enemy keeps are surrounded by high mountains which some of your troops cannot pass, but which the ogres handle quite easily. You might also want to recruit a horseman to scout ahead, although using that money for another mage or ogre may be a better investment.<br />
<br />
The action for this scenario can be divided into two phases. The first phase will be surviving the first onslaught of gryphons and trolls coming your way. This will start around turn 4 with quite a number of gryphons appearing from the northwest. On hard, the onslaught will be especially difficult to handle. When you see the first gryphon swoop out of the fog, watch out! This means many others are coming behind. So, fall back away from the fog and form a defensive line that will eventually become a circle. Keep in mind that you can grab good terrain, i.e., the mountains, as gryphons are only too happy to attack you wherever you are, and your ogres will hold up well there. Once you have wounded units, position your heavy units such as shock troopers and ogres very tighly around them, as the gryphons really have quite a large moving range and thus mercilessly slay unprotected injured units.<br />
<br />
Just when you thought you had the gryphons wrapped up, here come the trolls across the bridge. They may be only a minor nuisance on medium or easy, but on hard it's a strain facing a large number of trolls with troops bloodied by the swarm of gryphons. Trolls are really no match for your shock troopers, however, who happily troll-crack away. Place these troopers on the grassland tiles on the edge of the river, so the trolls coming from the bridge will be forced to attack from unfavorable terrain for them (ice).<br />
<br />
Once you have dealt with this first wave of enemies, the remaining phase consists in crossing the river, finding the enemy leaders and finishing them off, which will be much easier in comparison. Unfortunately, the shock troopers won't do you much good in this end phase. When taking the enemy keeps, use the ogres, who can move well on the high mountains, unlike most of your other units.<br />
<br />
=== Captured ===<br />
* Objective: Rescue Gweddry, Dacyn, and Owaec, then escape through the south-west tunnel.<br />
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.<br />
* Turns: Unlimited, then 16.<br />
* Starting units: Rescue leader and two sidekicks.<br />
* Other:<br />
** No recruiting, but a group of your veterans will be available.<br />
** A holy amulet to the south.<br />
<br />
Three of your recall troops will escape from a cell and plot a rescue operation. The scenario tries to select a level 3, level 2, and level 1 unit, but it is possible to end up with many variations. This group only needs to fight an orcish grunt and a few bats as they travel west, then south. Shortly after they encounter the orcish trash heap, one of your rescuers will don a disguise to sneak past the troll guards.<br />
<br />
The disguised unit can open a cell door to release the prisoners within. Try to select a cell containing ogres; a quick ogre has the best chance of reaching and opening another cell in the same turn. Your three heroes will also be freed, and either Dacyn or Gweddry can reach the final cell to release the last of your troops. You'll be surrounded by Troll Warriors, and unlikely to do enough damage to kill them in the first turn. Sacrifice some of your less experienced troops to block the trolls from reaching any important units. <br />
<br />
Victory occurs when Gweddry moves through the exit in the southwest corner. There is a holy necklace in the southeast. Preferably grab the holy amulet with a horseman or something similar. He will come in very hand in later scenarios (if he survives the next scenario, that is).<br />
<br />
If you have a large group of recallable units, loses in this scenario are not a big deal, as you're only going to be able to bring a fraction of your recall list past the next scenario, which is likely to kill off all but a few veterans. However, the steady stream of orc reinforcements can provide one last chance to level key units for ''Evacuation'', the next scenario.<br />
<br />
=== Evacuation ===<br />
* Objective: Destroy the bridge or defeat all enemies.<br />
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.<br />
* Turns: 12.<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Engineer.<br />
* Other:<br />
** Every unit not on the south side of the river when the bridge is destroyed will be lost (including units in your recall list).<br />
<br />
There are two options in this scenario: you can either defeat all enemy leaders or blow up the bridge in the south. If you finish by passing the bridge, all your units that are not on the south side of the river by the time you blow up the bridge are killed by the explosion. Cruelly, this includes your nonrecalled units! Of the two options, killing all the enemy leaders is preferable if you can pull it off, so that you can keep your nonrecalled troops. <br />
<br />
This is one of those scenarios many deem "impossible", but it is by no means impossible, even on hard. However, you must wrap your mind around an unpleasant truth: it may be necessary to accept heavy losses of high level troops. You should have a large number of level 2 and 3 units to recall to start this scenario, level 2 units with high experience and close to level up are your best asset. <br />
<br />
Whichever option you take, watch out for the very tight time limit of 12 turns. And watch out for the level 3 trolls, as they can (and frequently will) instantly kill almost any of your units. Best fight them with mages or arcane damage dealing cavalry. Your cavalry units have a lot of impact resistance (30% and 40%) and can deal with trolls, especially if you gave amulets to cavalry or field a Paladin.<br />
<br />
You can (in 1.12.2) lure out the Eastern and the Southern leader on turn 1, killing both during the next turn. Deal as much damage to the remaining troops of East and South during the day, so you may survive the night. <br />
<br />
The second option - blowing up the bridge - is quite a bit easier to pull off, especially on hard or low gold. Run south with a sufficient amount of screening units and hopefully some units, not too slow units, to be evacuated. Focus on running the engineer, using other units to block for him, creating a ZOC corridor. Keep in mind that almost everyone is expendable. Use combat sparingly, just where you need to open a hole or where you see an opportunity to level up and heal. The scenario features a very large keep, so don't dilly-dally.<br />
<br />
If you finish the scenario with just the required units plus about three level 3 units, don't panic. You can indeed finish the rest of the scenarios, even on hard, starting with just a few level 3's. Note that the next scenario, ''The Drowned Plains'', is good for leveling raw recruits. However, if you have a lot of level 3's, it would certainly be easier to tackle another upcoming "impossible" scenario, namely ''Weldyn Besieged'', so you may wish to replay ''Evacuation'' to get a better result.<br />
<br />
WanderingHero: While this scenario is cruel, its not as asinine as it appears. You've already beaten the hardest scenarios of the campaign, so you dont have much to worry. Try saving a white mage, and maybe a Knight thats close to Paladin or a Paladin, but its hardly essential. Your heavy armors and ogres can be used to wall the enemy. Although the situation looks grim and the dialogue is grim, you actually near the end, the worst is behind you. You'll see the chequered flag soon enough.<br />
<br />
=== The Drowned Plains ===<br />
* Objective: Defeat Khrakrahs.<br />
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.<br />
* Turns: 28/26/24 (easy/medium/hard).<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Engineer.<br />
<br />
Khrakrahs is a level-4 Skeletal Dragon that will be found in or near the castle (located on an island in the south). In getting there, you need to proceed slowly and carefully through the swamp. That is because there are lots of fairly high level undead hidden there, waiting to ambush your troops. Don't panic. They are easy to take one at a time, and you can offer the killing blow to troops that you are eager to promote. Think twice about trying to maneuver more units around the back of the one you're trying to kill, as there may be more ambushing undead there.<br />
<br />
The dragon wanders around near the castle but only attacks units which he can kill instantly. If only strong units come near him, he tries to flee. Because of the fog the major challenge of this scenario is finding him and then getting him surrounded so he cannot just move away again. Once you have him trapped like this, slaying him should be easy using your stronger units —preferrably using impact weapons because the dragon has a low resistance there. Magical attacks from your magi are also very effective against the dragon.<br />
<br />
This scenario is a good opportunity for all the units with holy amulets you still have with you. Use them against the ambushers. Since there's a good early finish bonus, just recruit a keep of your best anti-undead units, find and kill the dragon and reap the reward.<br />
<br />
<br />
=== Approaching Weldyn ===<br />
* Objective: Get Gweddry to Weldyn.<br />
* Lose if: Gweddry, Dacyn, Owaec or Konrad II dies, or turns run out.<br />
* Turns: 24.<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Engineer.<br />
<br />
The objective is simple enough; Gweddry has to reach the castle occupied by Konrad II. This is simply a matter of moving him there quickly. The end.<br />
<br />
There is no challenge here, but with undead around you can pick up some XP with your fast moving arcane-enhanced troops (i.e., the ones that picked up holy amulets in earlier scenarios.) Try not to overrecruit or dilly-dally, though, as you need all the gold you can get for the next scenario, ''Weldyn Under Attack''.<br />
<br />
=== The Council ===<br />
<br />
Only plot in this. You see the inside of the castle.<br />
<br />
=== Weldyn Under Attack ===<br />
* Objective: Survive until end of turns.<br />
* Lose if: Gweddry, Dacyn, Owaec or Konrad II dies.<br />
* Turns: 18.<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Engineer, Konrad II.<br />
* Other:<br />
** At the end of this scenario you will have to choose whether to fight Mal-Ravanal directly in a duel, or repel his invasion with all you've got. This dictates the final scenario you'll play for this campaign.<br />
<br />
At scenario start, you find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are three enemy leaders with equal amounts of gold at their disposal. The southwestern enemy leader is the only one that recruits nightgaunts, the southeastern enemy leader is the only one that recruits bats, and the northern leader is the only one that recruits Spectres.<br />
<br />
The time of day cycle is 3 times longer than usual in this scenario, and it starts at dusk, so the first 3 turns are at dusk, and then it stays nighttime (first and second watch) during most of the scenario, which is painful with the damage the undead will unleash.<br />
<br />
Your strategy should be to kill off one of the leaders and his troops, so that you can take over his defensive position. It's probably easiest to take the northern keep.<br />
<br />
The backbone of your army will be heavy infantry track units, mages, and mages of light. On the first turn, recall one of each, plus three calvary units to the rear, preferably quick. Send the calvary to rob your allies of their villages. They won't mind. Later, the calvary can run around to distract the enemy. Send your heavy infantry types, mages, and mages of light towards the target enemy stronghold. You should supplement them with any units with arcane attacks: arch mages, silver mages, white mages, and any units that picked up amulets in previous scenarios.<br />
<br />
You probably will not be able to assassinate the leader before he is out of gold. When he dashes out to attack, check his gold. If he's broke, you might wish to ignore him for a turn or two while you kill off other units.<br />
<br />
After you take over the stronghold, you may be able to recruit some more troops, if you saved some gold and/or did a good job capturing villages with your cavalry. Note that saving gold is of no use for ''The Duel'', so spend it now. Next, you should start preparing for the assault waves of the other two leaders. The combined assault waves may be more than your forces can survive. Therefore, while your main force braces itself, you should send out some ogres, cavalry, and/or silver mages as distractions, mostly along the board edges. They can even get in a few kills.<br />
<br />
For your main force, unless you have taken over the southwestern keep, you need to think about the invisible, infiltrating, backstabbing Nightgaunts that are now headed your way. Have your units form a block with their back to the board edge. Round the corners of the block towards the enemy (so that you don't have one unit face four attacks.) Keep your whole line solid and heavily wounded units buried deep inside.<br />
<br />
In addition to Nightgaunts, you have the threat of Banebows, which can do 52 ranged damage in one turn. However, they are fairly easily killed with proper strategy. Move a mage of light adjacent to blind the Banebow (i.e., remove its +25% bonus) and provide light for your lawful unit's attack (i.e., remove its -25% adjustment.) Move a shock trooper (or similar, preferably arcane enhanced) adjacent to the banebow and mage of light. Move a general up to lend leadership to the attacker. You may kill the Banebow in one attack. Otherwise, if the Banebow is quite wounded, you can use the mage of light to finish it off.<br />
<br />
If you lose when you try to make a stand, you could instead try splitting your forces in two to attack the remaining two leaders. Some players have had success with this, killing the last leader by turn 14 or 15. Just remember that the objective is to survive until the end of turns, and Nightgaunts may be a problem. Killing all three leaders is a victory though and will earn you a early finish bonus of 54/turn, which is important if you go on to ''Weldyn Besieged''.<br />
<br />
If you have one or two silver mages available, they are quite useful in this scenario. The map is rather large so have some fast-moving units like horsemen run through enemy territory and capture individual villages. Then use the teleport ability of your silver mage to perform hit-and-run (or rather: hit-and-teleport) attacks. Make sure you do not get him killed, though, by holding out too long after attacking. Make good use of Gweddry's leadership ability (he should be a Grand Marshal by now), and of Konrad's Sceptre of Fire to get rid of the most dangerous enemies coming your way.<br />
<br />
At the end of the scenario, you must choose between challenging Mal-Ravanal to a duel (''The Duel'') or defending Weldyn against the final undead attack (''Weldyn Besieged''). ''Weldyn Besieged'' is intended as a challenging final scenario; players without a good recall list and sizable warchest will find ''The Duel'' much more accommodating.<br />
<br />
=== Diverging Campaign Path ===<br />
<br />
==== The Duel ====<br />
* Objective: Defeat Mal-Ravanal while Dacyn is nearby.<br />
* Lose if: Gweddry or Dacyn dies, or Dacyn is not nearby when Mal-Ravanal is defeated.<br />
* Turns: Unlimited.<br />
* Starting units: Gweddry, Dacyn.<br />
* Other:<br />
** You can only recruit for the first turn.<br />
<br />
This is a somewhat strange scenario: you get to recall/recruit exactly five units and then have to fight Mal-Ravanal and his six chosen troops. Mal-Ravanal will recruit mostly level 3 units so this looks difficult. However, it is, in fact, quite manageable. Your goal is to attack first and hit hard—you should be able to eliminate two or three enemy units before they even get the chance to attack.<br />
<br />
Except for Konrad II, you will have all of your units available in the recall list (including Owaec). Recall mages of light and other high-level arcane troops. Advance onto the battlefield, but stop just short of the enemies' range. After the enemies move closer, concentrate your attacks on a few of their units, particularly those with the strongest attacks. "Cowardly" Gweddry may be able to grant leadership bonuses to your troops, however he should probably refrain from actual fighting so he does not accidentally get killed.<br />
<br />
Try to finish the fight quickly, as Mal-Ravanal plays unfair and every so often recruits another 3 units, albeit not so tough as the first batch of 6. If you position a weak unit within Mal-Ravanal's movement range the arrogant lich will gleefully charge out onto the battlefield and leave himself wide open for your counterattack.<br />
<br />
==== Weldyn Besieged ====<br />
* Objective: Defeat Mal-Ravanal while Dacyn is nearby.<br />
* Lose if: Gweddry, Dacyn, Owaec or Konrad II dies, any enemy unit reaches your keep, or Dacyn is not nearby when Mal-Ravanal is defeated.<br />
* Turns: Unlimited.<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Konrad II.<br />
<br />
This battle is intended as a substantial challenge, and is inadvisable with low gold or an inadequate recall list. You face off against seven enemy leaders, with the goal of finding and eliminating Mal-Ravanal among them. The liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario (the names are randomly assigned when you attack). Attacking a lich gives it a small boost of gold, but killing the wrong lich gives every other lich extra gold.<br />
<br />
A quick scout unit can charge past the undead hordes to attack and identify a lich. Once you've found Mal-Ravanal, send Dacyn and any mounted arcane-attack units to attack. You can draw Mal-Ravanal out of the keep by positioning a sacrificial horseman nearby. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the battle in a single turn.<br />
<br />
Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). Note, however, that each enemy killed causes the lich to recruit another. If things turn grim, retreat to the castle and make your final stand.<br />
<br />
<br />
[[Category:Campaigns]]<br />
[[Category:Campaigns - Walkthroughs]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=TheEasternInvasion&diff=56372TheEasternInvasion2015-05-04T21:52:27Z<p>Taptap: /* Evacuation */</p>
<hr />
<div>:''This walkthrough has been updated for version 1.12.0.''<br />
<br />
<br />
In this campaign you play the role of Gweddry, a human Sergeant who has the responsibility of dealing with a powerful Lich who wants to destroy Wesnoth. As a sargeant, Gweddry has the potential to level up into a Grand Marshal, a level 4 unit that can empower his troops significantly through Leadership. You start with the support of a White Mage named Dacyn, who will be by your side throughout the campaign.<br />
<br />
As any other walkthrough, this document describes plot details that can be considered spoilers. This is particularly true for this campaign, since it contains quite a few surprises along the way, and at some points you will have to make choices that will have important repercussions for later scenarios. You may wish to read ahead to see what you will be facing. In particular, you might wish to read about the scenarios ''Captured'', ''Evacuation'' and ''Weldyn Under Attack'' in order to plan ahead.<br />
<br />
You will encounter different types of enemies, mostly undead units (especially towards the beginning and the end of the campaign), as well as orcs and trolls. Mages and Heavy Infantrymen will provide the backbone of your army. You'll probably want to level up at least one extra Mage of Light (other than Dacyn), and a few Arch/Silver Mages and Iron Maulers. You can also recruit Spearman, Cavalryman and Horseman units (the latter a few scenarios into the campaign), but their importance is perhaps less pronounced in many of the scenarios.<br />
<br />
You will encounter a few tough challenges along the way, so be prepared, and be careful assigning experience to your units, especially during the first few scenarios.<br />
<br />
=== The Outpost ===<br />
<br />
* Objectives: Defend the outpost, then move Gweddry to the trapdoor.<br />
* Lose if: Gweddry or Dacyn dies, or turns run out.<br />
* Turns: 16.<br />
* Starting units: Gweddry, Dacyn.<br />
<br />
The best approach is to recruit heavy infantry and optionally a mage. Build a line using the heavy infantry, using the castle hexes and other hexes to the northwest. When and if you have more money available later, purchase additional heavy infantry.<br />
<br />
Just hold out for the enemy attack during night time; only rotate wounded units if possible, but do not counter-attack. At dawn, start your counter-attack without worrying too much about keeping the original line intact. Instead, try to level 2 or 3 HI to Shock Troopers. The enemy's forces quickly will cease to be any danger to yours.<br />
<br />
On turn 7, Dacyn will mysteriously disappear, and you'll briefly meet Mal-Ravanal, the leader of the undead. On turn 10 (easy) or 12 (hard) the white mage returns and points out a trap door to exit the level. (Note that this trap door will be near your starting fort, so you'll either need to hold the fort or be prepared to get back to it by turn 16).<br />
<br />
Use the remaining turns to level as many units as possible and only move your leader onto the trap door in the very last turn. You may be able to finish with a couple of shock troopers, another white mage, or a level 2 Gweddry.<br />
<br />
On challenging, this scenario is quite, hmm, challenging. You can try purchasing a couple of calvary to use as a diversionary force, capturing enemy villages and running away, taunting and distracting the enemy, and sacrificing them if necessary to save your more valuable units.<br />
<br />
=== Escape Tunnel ===<br />
* Objectives: Move Gweddry to the end of the tunnel.<br />
* Lose if: Gweddry or Dacyn dies, or turns run out.<br />
* Turns: 26/24/22 (easy/medium/hard).<br />
* Starting units: Gweddry, Dacyn.<br />
* Other:<br />
** Permanent holy amulet in north.<br />
** Treasure of 200 gold in southeast.<br />
<br />
This scenario occurs in a small cave occupied by trolls and dwarves. You start on the far west of the map, and your mission is to take Gweddry all the way to the opposite side.<br />
<br />
Take some time to choose your supporting units, depending on which ones you want to level up the quickest. Heavy Infantry are excellent frontline units, but the downside is that they move very slowly in caves. However, since Gweddry is the only unit that ''has'' to get quickly to the far east, this might not be a big problem. You can also go for a group of mostly Mages, and a couple of Spearmen. One keep of units in total should easily be enough—there's also a convenient keep with one castle tile to recruit additional units in the middle of the map, in case you need it during the battle.<br />
<br />
The map is quite small. A little east from your keep the path is forked into three directions: north is a small area with a holy amulet, east is the troll keep and south is the dwarven keep. These two last paths will merge again to the east, leading to the exit, where Gweddry needs to go. The dwarves are friendly and will help you fight your enemies.<br />
<br />
Given that you will probably be using inexperienced units, it's perhaps best to avoid going directly into the troll keep, but you can hold your position near the crossroads, on the southern path, where you can easily witness a lot of action between trolls, dwarves and undead (who are following you and show up on turn 6 from the west). The different armies will all fight each other. If you want to take a defensive stance, after having moved all your units south position one strong unit (a spearman or HI) at the end of the path leading south (so only one unit a turn can attack him) and position the White Mage right behind him to heal it every turn. These two units should easily keep of the enemies following you until the end of the scenario.<br />
<br />
The holy amulet to the north is a very useful item, which will make all the attacks (melee and ranged) of the unit that picks it up of type ''arcane''—and, unlike in other campaigns, this holy amulet is permanent! Send a quick Spearman there or Gweddry. Giving Gweddry the holy amulet (instead of a Spearman) allows him to level very quickly, which is important, since he can advance to Grand Marshal. This gives benefits in other ways on a number of later scenarios as well, such as the scenario ''The Crossing'', where you can get an easy first turn kill against the undead leader and take his castle.<br />
<br />
Move Gweddry to the northeast escorted by other units, to help him fight individual trolls if necessary, but before moving him to the end of the cave (which ends the level) send one of your units to the cave south–east, past the funny signpost warning you of the troll hole. In the cave you will discover a chest containing a troll treasure amounting to 200 gold.<br />
<br />
[Thrash: Alternately, I used predominately Heavy Infantry on this level. I found (on medium) they were tough enough to hold the central cave and pretty much beat the trolls into submission long enough for Gweddry to run north to the the amulet and then cover his retreat south, only then recruiting a mage when the troll numbers were lower. With other units, I had problems with the trolls overrunning them and getting Gweddry trapped to the north. Also a heavy infantry in the village by your starting fort will hold off the undead for a long time.]<br />
<br />
=== An Unexpected Appearance ===<br />
* Objectives: Defeat either enemy leader.<br />
* Lose if: Gweddry or Dacyn dies or turns run out.<br />
* Turns: 20.<br />
* Starting units: Gweddry, Dacyn.<br />
* Other:<br />
** Your next scenario depends on which leader you defeat.<br />
<br />
In this scenario you have to defeat one of the dark sorcerers on the edges of the map. Your next scenario will depend on the enemy you choose to kill. Killing the one to the west will take you to the ''Elven Alliance'' scenario, while the one to the east takes you to ''The Undead Border Patrol''.<br />
<br />
Going east is more difficult, especially on hard, but brings you more reward, such as the chance to go to Mal-Ravanal's Capital, which gives you the opportunity to get extra experience (a lot for whoever survives) and a loyal Paladin and several Knights.<br />
<br />
First kill Mal-Tar to get your keep. To do this, shoot him with Dacyn and attack him with Gweddry's melee. If you don't kill him the first turn, second turn kill him with Dacyn so Gweddry can recruit. You will be fighting a mix of undead and bats, so recruit Heavy Infantry and Mages (if you gave the amulet to a Spearman in the previous scenario, recall him, too). Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive one at a time and he can kill one per turn.<br />
<br />
On easy or medium (or hard going west), the attackers should be no problem, so focus on leveling units. If you move quickly you should only need to fight the attackers from one leader. Of course you can have some of your units double back to engage the second set.<br />
<br />
=== Diverging Campaign Path ===<br />
<br />
==== Elven Alliance ====<br />
* Objectives: Defeat enemy leader.<br />
* Lose if: Gweddry, Dacyn or Volas dies or turns run out.<br />
* Turns: 24/22/20 (easy/medium/hard)<br />
* Starting units: Gweddry, Dacyn.<br />
<br />
The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want to leave ONE unit near him to make sure. The assassin disappears into the forest, but you won't bump into him, he'll just reappear near the elf leader on turn 6.<br />
<br />
Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, and be good for reinforcements when the first troops are wounded.<br />
<br />
Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to heal those who need it most - those on the corners, and any mages who are on the front lines.<br />
<br />
There is a village at {20,8} that can prove tactically very useful, because the elves usually fight somewhere near it.<br />
The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this village and take it over with a resilient spearman, or a HI.<br />
<br />
Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears, you may ignore it unless you have a unit close-by. In that case, use it to fight the assassin. Keep pressing up. It is possible to kill the orcish leader by turn 9 for a nice gold bonus.<br />
<br />
==== The Undead Border Patrol ====<br />
* Objective: Defeat either enemy leader.<br />
* Lose if: Gweddry or Dacyn dies, or turns run out.<br />
* Turns: 20.<br />
* Starting units: Gweddry, Dacyn.<br />
* Other:<br />
** Your next scenario depends on which leader you defeat.<br />
<br />
This scenario also depends on which way you want to go. There is a Dark Sorcerer in the north-west corner and a Lich in the south-east corner. Defeating the Lich will give you the chance to go to ''Mal-Ravanal's Capital'', a challenging but rewarding scenario, while defeating the sorcerer is easier, and takes you directly to ''The Northern Outpost''.<br />
<br />
If going NW, it is fairly straightforward. The enemy is relatively weak. Do the same as in Unexpected Appearance—you may recruit a couple of suicide cavalrymen to distract the bats. One will probably get enough XP to be worth recalling. Because of the open terrain, it is recommended to use mostly heavy infantry and spearmen with the holy amulet on this level and few mages. However, as in most scenarios against undead, white mages are very useful. Try to get the opponent to fight you from the sand; this gives you a significant advantage.<br />
<br />
If you go East, expect to take some time getting over the river and through the swamp. A small force recruited to defend the fort will keep troops from the NW off of your backside and they'll pick up a good amount of experience in the process.<br />
<br />
===== Mal-Ravanal's Capital =====<br />
* Objective: Escape from the capital by killing one of the two dark sorcerers.<br />
* Lose if: Gweddry or Dacyn dies, or turns run out.<br />
* Turns: 26.<br />
* Starting units: Gweddry, Dacyn.<br />
<br />
Only reachable from ''The Undead Border Patrol'' scenario, but you may skip it and go directly to ''Northern Outpost''.<br />
<br />
The main reason to get here is to acquire a cavalry force of one Paladin (a loyal unit) and five Knights. Focus on freeing the horsemen as quickly as possible. To do this, kill the 6 Revenants guarding the cages (they will not move unless you attack them first), but note the number of Knights available is reduced by one for each of your troops that die *after you rescue the first one*. You might want to make sure any expendable troops are "expended" before this. Each rescued unit pops in with full moves.<br />
<br />
The regular Time of Day cycle does not apply here. Instead, dusk and night are twice as long as usual, so adjust your tactics accordingly. Most importantly, try to finish the mission quickly.<br />
<br />
''Comments'': This is a very challenging scenario. I started with only 100 gold, so I recalled one Mage, two Shock Troopers, one Heavy Infantry, and my holy Halberdier. I defended the starting castle for about 10 turns until the Revenants had made their way over to me. Upon killing several of them, I freed some imprisoned Knights and a Paladin. I moved my forces to kill the Death Knight, and then split my forces. I sent one group to attack Mal-Ravanal and the other to kill the Necromancer in the NW corner. By turn 30, my Eastern assault force was in postion to attack Mal-Ravanal. However, when I attacked him I wasn't able to defeat him. When I was ready, I killed the NW Necromancer and progressed to ''The Northern Outpost''.<br />
<br />
If you just want to rescue the paladin and 5 knights and get out (in 1.6), this is how I finished that by turn 8. The horses were captive in 6 cages, 4 in a northern loop and 2 in a southern loop. First turn, I sent a quick shock trooper, quick heavy, and a white mage (not Dacyn) around the northern loop, looping from bottom to top. I looped that way to clear the middle ASAP and escape the oncoming troops. Also first turn, I sent 3 shock troopers around the southern loop, looping from top to bottom. If you encounter resistance, kill it quick or run as required, and instead focus on killing the guards fast, which conveniently don't hit back. On turn 2, I recruited another keep full of recruits and immediately sent everyone else to take out the northwestern leader. Time it so you kill the northwestern leader just as the last horses are rescued. It is by no means easy, but this way I managed to lose only a few HI types while picking up all 6 horses.<br />
<br />
[elvish_sovereign] (1.8.2 Normal) An alternate strategy for the above if you have more leveled mages than leveled HI's. It also requires that you gave the Holy Amulet to Gweddry. I sent a single quick Shock Trooper due south (recruited on the southern-most hex on the starting castle), which promptly took out the southern Revenant on turn 3. Forget about the villages, it'll only delay you. I sent Dacyn due north, a quick RM go take out the second from the bottom Revenant, and a quick HI and a WM with Gweddry to take out the middle-couple Revenants. I also recruited two HI's to stop the advance and distract the two Dark Sorcerers' troops. After Gweddry and the WM take out the third from the bottom Revenant, send that Knight south. After taking out the Revenant with the RM, send the RM, Shock Trooper, and the three Knights in the direction of the SW Dark Sorcerer. Meanwhile, Gweddry, the WM, and the HI take out the third from the top Revenant, and then get Gweddry the hell outta there with the WM. have Dacyn free the Paladin first, then have the remaining Knights, HI, and the Paladin take out the remaining Revenant and hold out in the north. As Gweddry is fleeing and the final Revenants are being felled, break through the SW Dark Sorcerer's lines (which should be easy if you distracted them properly) with the RM and the Shock Trooper, and send the three Knights to knock him into oblivion. I finished on turn 8 with no losses, but had some near-death moments.<br />
<br />
[Thrash] My take on just getting the paladin and 5 knights quickly is you want to send units in parallel to attack the NW enemy and free as many of the knights at the same time. The trick is you free the knights and then kill the NW leader right after before all your troops get overwhelmed by units from the East. Time of day is critical - if you can get to the revenants before dusk, a white mage or shock trooper can kill them in one turn, after that it will take two turns or a little help (like a previously freed knight). Gweddry, even with an amulet, will probably take 3 turns to kill one, but with his one turn head start, that's OK. With one fort of recruits (2 white mages and 4 shock troopers), I was able to free 5 of the 6 and kill the NW enemy leader on turn 6. I sent 3 shock troopers and a white mage at the NW enemy, diverting one of those to freeing the 6th knight probably would have gotten me 6 out of the 6.<br />
<br />
=== The Northern Outpost ===<br />
* Objectives:<br />
** Find the outlaw leader in the villages and kill him.<br />
** Defeat the undead leader.<br />
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.<br />
* Turns: 20.<br />
* Starting units: Gweddry, Dacyn, Terraent.<br />
* Other:<br />
** A holy amulet is located on the south-west.<br />
** Horseman units can now be recruited.<br />
** Owaec joins your team after the fight is over.<br />
<br />
This scenario is reachable from the ''Elven Alliance'', ''The Undead Border Patrol'', and ''Mal-Ravanal's Capital'' scenarios.<br />
<br />
Here, there are two enemies that you must defeat: the undead and the outlaws. It is a good idea to create a separate task force for each.<br />
<br />
The undead are fairly straightforward to defeat, and in any case Owaec usually does a good part of the work. To finish off the undead, it's useful to have a white mage, since Dacyn will be busy with his special spell to reveal the outlaws for this scenario. If you don't have a white mage, you can try recruiting a few mages or else go back one or more scenarios and promote a mage to white mage. In addition to the mages or white mage, recall whomever picked up the holy amulet in one of the previous scenarios and have them accompany Gweddry to the southeast. If Gweddry is the one with the holy amulet and you have a white mage, then you can supplement them with a mage. You should also send a cavalryman/horseman or quick spearman to pick up the new holy amulet in the southwest.<br />
<br />
By contrast to the undead, the outlaws require a novel strategy. Recruit/recall fast units, e.g., cavalry and horsemen. You may supplement them by recalling quick spearmen and quick shock troopers. The challenge is that criminals will sometimes appear randomly around the villages you flag. Therefore, before flagging a village, make sure you have several healthy units around it. Note that you will get a chance to kill any newly appeared outlaws before they get a move. Outlaws will not appear in the villages that Owaec flags, so don't worry about him uncovering enemies for you. Send your outlaw hunting posse up the eastern side of the map flagging villages and fighting the bandits. One of the villages has the assassin that is the outlaw leader, and there are a lot of villages, so speed is of the essence.<br />
<br />
Once your undead task force has finished the undead, form them into a second outlaw hunting posse, transferring units as needed from the first posse. When you come across the village where the bandit leader hides, divert any available units to the battle, as the bandits have a bite.<br />
<br />
Note: A Cavalry force (such as the one acquired in Mal-Ravanal's Capital) makes short work of the bandits. Lower level units have trouble against the bandits, especially at night.<br />
<br />
Also note, that from this scenario on you can recruit horsemen. You might want to level up a paladin or two, for fast mobile undead removal services (and quick leader assassination).<br />
<br />
[Thrash] When I played, Oweac only recruited a couple mages, so he needed significant help as they get slaughtered quickly - I'd say 3-4 units. Also you don't really need to surround a village before flagging it, just have units in range to sweep in and attack if bandits pop out; this can save you some turns as move around as you can send one unit in to flag a village and move the rest on if nothing appears. Finally, the outlaw leader ran away when I played, so be prepared to chase him down.<br />
<br />
=== Two Paths ===<br />
* Objective: Defeat either enemy leader.<br />
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.<br />
* Turns: 18/17/16 (easy/medium/hard).<br />
* Starting units: Gweddry, Dacyn, Owaec.<br />
* Other:<br />
** Your next scenario depends on which leader you defeat.<br />
<br />
You must choose between going north to attack the orc leader or going north-west to attack the undead leader.<br />
<br />
One option is going north on the very east side of the map trying to fight your enemies from solid ground and mountains while they stand on sand ground with weak defense. As your troops move very slowly on this terrain, you will likely take some heavy losses however, as your enemies keep surrounding you. Also this will presumably take too many turns to reach the orc leader in time.<br />
<br />
Thus the preferred choice is to recall a couple of shock troopers and white mages and move them on the path to the north-west in a tight formation towards the undead leader. Once you survived the first enemy onslaught without loosing units, the rest of this scenario becomes rather easy as the remaining enemies come one by one. Make sure to keep on moving fast to the north-west to reach the undead leader before turns run out.<br />
<br />
On hard (and version 1.8.3), what will probably work better is an all-out suicidal calvary charge to assassinate the undead leader as quickly as possible.<br />
<br />
It's worth noting that killing the orc leader results in what appears to be an easier and more rewarding subsequent scenario (The Crossing) than killing the undead leader (Undead Crossing).<br />
<br />
=== Diverging Campaign Path ===<br />
<br />
==== Undead Crossing ====<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Gweddry, Dacyn or Owaec dies or turns run out.<br />
* Turns: 18.<br />
* Starting units: Gweddry, Dacyn, Owaec.<br />
<br />
You need to cross the river, but not without first defeating a necromancer who is occupying a small island to the north.<br />
<br />
A good general strategy can be something like the following: recall a couple of quick swordsmen (or about-to-level quick spearmen), two white mages, a red mage or multiple regular mages, and any units with holy amulets. Shock troopers are too slow. Send these units as quickly as possible northwest through the swamp towards the eastern crossing. Meanwhile, recruit/recall calvary. The calvary should run as fast as possible along the southern board edge (so as to not attract undue attention from bats and swimming undead) and then up the western crossing. You can divert a couple of calvary and Owaec to snatch up villages and then those units can join the eastern assault.<br />
<br />
Now, this scenario has a nasty surprise... Once you have fought off the bats and skeletons, you will find this was not all, as the undead leader summons a number of cuttlefish monsters (1, 2 or 4 according to the difficulty level: easy, medium or hard respectively), which appear in the water between the two crossings. These always appear on turn number 10. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack.<br />
<br />
You have at least three options for the crossing. Option 1 is to just try to get a couple of your calvary across each of the two crossings, while the rest of your units run like hell away from the water and swamp. Option 2 is to send across more units while tossing a spearman into the water as bait. Option 3 is to fight the cuttlefish, which is extremely hazardous. For a fight, maneuver your units to encourage the cuttlefish to separate, then use good melee troops backed by Gweddry (for leadership) and a white mage to kill them one at a time. Good luck. Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.<br />
<br />
==== The Crossing ====<br />
* Objective: Get Gweddry and Owaec across the river.<br />
* Lose if: Gweddry, Dacyn or Owaec dies or turns run out.<br />
* Turns: 24.<br />
* Starting units: Gweddry, Dacyn, Owaec.<br />
* Other:<br />
** Special bonuses if the objective is completed while the Ogre leader is still alive.<br />
<br />
The challenge for this scenario is crossing a wide river, where units are very vulnerable, and have very restricted mobility (particularly horses). On the northern bank of the river you will find orcs and ogres, who will fight each other given the opportunity. To the south you will find an undead leader, who will receive reinforcements by turn 8.<br />
<br />
I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river, so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)<br />
<br />
If you have Holy Gweddry, you can (sometimes) get a 1st turn kill on the 1st undead leader, scarf up all the villages, and return to kill the 2nd undead forces before their leader can recruit anything. If you don't, the second undead leader will recruit lots of level two units. The orcs will start out across the river, but usually most of them turn back to fight the ogre reinforcements. Waiting till their first wave hits your shore and wiping them out in the water will probably leave you just enough time to cross the river and find there are only 2 or 3 enemy units left besides the leaders.<br />
<br />
[Thrash] I don't think the above is realistic in 1.8.3. The leader is a Revenant with 47HP, both Gweddry (lvl 2) and Oweac (lvl 1) together would have to hit 100% to dish that out in one turn. He does come out to grab a village though, and Dacyn can make short work of him on turn 2.<br />
<br />
Make sure to cover your rear flank with some expendable troops (such as Heavy Infantry) as the undead can move more quickly through the water than your units. Alternately, if you kill the first wave of undead quickly enough (by turn 3), you can make it across the river before the second wave catches you from behind.<br />
<br />
Another strategy is to go straight into the water after killing the first undead leader using the deep water in the middle of the path to seperate the orc forces. You go to the right with Gweddry and Owaec and some support troops while letting the ogres kill many of the orcs in your way. Knights and a Paladin can hold off the orcs enough to get across while the undead behind you are not an issue. <br />
<br />
If the ogre leader is alive at the end of the scenario, he agrees to help you, which results in the following bonuses: he joins you as a loyal unit, you get two free Ogres, and you skip ''Training the Ogres'' scenario and go directly to ''Xenophobia''.<br />
<br />
[Thrash] I had problems with the Ogre leader dying before I could get to him. Sending Oweac into the river on turn 1 seemed to draw enough of the orcs south to solve this problem.<br />
<br />
[Hipparchos] Agreed this is the only way to save the ogre leader (all others are too slow). I played this several ways before deciding the easiest is to recruit/recall only units with 6+ movement (horsemen, cavalrymen, fast mages and fast spearmen) which move 2 hexes through the water. Send them immediately south to the undead keep and defeat the units there in the first few turns. Then occupy the keep and wait for the reinforcements while one horseman goes west to take villages. With no keep, the reinforcements are small and easy to defeat. Then you have no problems to your rear as your fast units catch up to Oweac and cross the river. You'll take some hits on the far bank but should get through in time to keep the ogres alive.<br />
<br />
=== Training the Ogres ===<br />
* Objective: Capture the ogres.<br />
* Lose if: Gweddry, Dacyn or Owaec dies.<br />
* Turns: Unlimited.<br />
* Starting units: Gweddry, Dacyn, Owaec.<br />
* Other:<br />
** To add ogres to your army, "capture" them by ZoC-locking them.<br />
<br />
<br />
This can be a confusing scenario to understand. Basically, your three units just have to survive. However, if you want to be able to recall ogres later, you need to "capture" them by surrounding them. Any ogre which cannot move more than one hex in every direction will be added to your recall list. Ogres which reach the rocky borders will "escape".<br />
<br />
Ogres are especially mobile on mountains (such as in the scenario ''Lake Vrug'') and in caves (in the scenario ''Captured''). Being of neutral alignment, ogres can be helpful at night (especially in the scenario ''Weldyn Under Attack''). It's best to capture at least two.<br />
<br />
<br />
=== Xenophobia ===<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Gweddry, Dacyn or Owaec die or turns run out.<br />
* Turns: 40/36/32 (easy/medium/hard).<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug.<br />
* Other:<br />
** A holy amulet near the orcs' keep.<br />
<br />
This is a fun and silly level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming alliances. The scenario is not very difficult, so you can use this time to gain some experience for your units and pick up another permanent holy amulet (in the north, roughly in the middle between the dwarf and the orc keep).<br />
<br />
You have two obvious options: attack the elves first or the dwarves first. Don't worry, they will be distracted by the orcs. After you kill the first leader, proceed to the orcs and then finish off the remaining leader.<br />
<br />
Attacking the elves first has the advantage that they have the richest lands, i.e., the most villages, so it means more gold for you by the end of the scenario. It has the side effect that you're more likely to face a live orc leader relative to if you had attacked the dwarves first, as the elves are pretty good at killing him.<br />
<br />
Attacking the dwarves first has the advantage that it's probably easier, since the orc leader is more likely to die at the hands of the elves. It has the disadvantage that you have to spend time getting out of the dwarven mountains and then you will ultimately fight a lot of elves, though most of them will have come out of their forests by then.<br />
<br />
In either case, you have a lot of ground to cover, so try to do without any non-quick shock troopers. Calvary, white mages, red mages and spearman track units (preferably quick) are all good.<br />
<br />
By the end of this scenario, it's very useful to have Gweddry at least on level 3, allowing you to use his leadership ability on other units like ogres (who reach their maximum at level 2). Leveling up a group of key units will also be very important for the upcoming scenario ''Captured'', where you won't be able to recruit, but a group of your most experienced veterans will have to fight their way out of a cave. You may want to prepare several mages and knights.<br />
<br />
=== Lake Vrug ===<br />
* Objective: Defeat the trolls and gryphons, and move Dacyn to the stronghold<br />
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.<br />
* Turns: 30.<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug.<br />
* Other:<br />
** The stronghold provides 100 gold.<br />
<br />
This is a very confusing hide and seek scenario that could take you several pointless restarts until you have finally discover the enemy leaders.<br />
<br />
There are three keeps, all north of the river. The troll leader has his keep on the northeast (go to the right into the mountains directly after crossing the bridge). To find the other two keeps, go west right after crossing the river; if you stay close to the southern line of mountains, you'll find the gryphon keep pretty easily. Finally, there is a stronghold straight north from the gryphons, and Dacyn must reach this fortress to complete the level.<br />
<br />
Gryphons are vulnerable to the impact damage of heavy infantry and shock troopers, so recall two or three, preferably quick ones. Also recall another white mage to supplement Dacyn and as many ogres as possible, because they are probably the most useful unit for this scenario. The reason is simple: the enemy keeps are surrounded by high mountains which some of your troops cannot pass, but which the ogres handle quite easily. You might also want to recruit a horseman to scout ahead, although using that money for another mage or ogre may be a better investment.<br />
<br />
The action for this scenario can be divided into two phases. The first phase will be surviving the first onslaught of gryphons and trolls coming your way. This will start around turn 4 with quite a number of gryphons appearing from the northwest. On hard, the onslaught will be especially difficult to handle. When you see the first gryphon swoop out of the fog, watch out! This means many others are coming behind. So, fall back away from the fog and form a defensive line that will eventually become a circle. Keep in mind that you can grab good terrain, i.e., the mountains, as gryphons are only too happy to attack you wherever you are, and your ogres will hold up well there. Once you have wounded units, position your heavy units such as shock troopers and ogres very tighly around them, as the gryphons really have quite a large moving range and thus mercilessly slay unprotected injured units.<br />
<br />
Just when you thought you had the gryphons wrapped up, here come the trolls across the bridge. They may be only a minor nuisance on medium or easy, but on hard it's a strain facing a large number of trolls with troops bloodied by the swarm of gryphons. Trolls are really no match for your shock troopers, however, who happily troll-crack away. Place these troopers on the grassland tiles on the edge of the river, so the trolls coming from the bridge will be forced to attack from unfavorable terrain for them (ice).<br />
<br />
Once you have dealt with this first wave of enemies, the remaining phase consists in crossing the river, finding the enemy leaders and finishing them off, which will be much easier in comparison. Unfortunately, the shock troopers won't do you much good in this end phase. When taking the enemy keeps, use the ogres, who can move well on the high mountains, unlike most of your other units.<br />
<br />
=== Captured ===<br />
* Objective: Rescue Gweddry, Dacyn, and Owaec, then escape through the south-west tunnel.<br />
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.<br />
* Turns: Unlimited, then 16.<br />
* Starting units: Rescue leader and two sidekicks.<br />
* Other:<br />
** No recruiting, but a group of your veterans will be available.<br />
** A holy amulet to the south.<br />
<br />
Three of your recall troops will escape from a cell and plot a rescue operation. The scenario tries to select a level 3, level 2, and level 1 unit, but it is possible to end up with many variations. This group only needs to fight an orcish grunt and a few bats as they travel west, then south. Shortly after they encounter the orcish trash heap, one of your rescuers will don a disguise to sneak past the troll guards.<br />
<br />
The disguised unit can open a cell door to release the prisoners within. Try to select a cell containing ogres; a quick ogre has the best chance of reaching and opening another cell in the same turn. Your three heroes will also be freed, and either Dacyn or Gweddry can reach the final cell to release the last of your troops. You'll be surrounded by Troll Warriors, and unlikely to do enough damage to kill them in the first turn. Sacrifice some of your less experienced troops to block the trolls from reaching any important units. <br />
<br />
Victory occurs when Gweddry moves through the exit in the southwest corner. There is a holy necklace in the southeast. Preferably grab the holy amulet with a horseman or something similar. He will come in very hand in later scenarios (if he survives the next scenario, that is).<br />
<br />
If you have a large group of recallable units, loses in this scenario are not a big deal, as you're only going to be able to bring a fraction of your recall list past the next scenario, which is likely to kill off all but a few veterans. However, the steady stream of orc reinforcements can provide one last chance to level key units for ''Evacuation'', the next scenario.<br />
<br />
=== Evacuation ===<br />
* Objective: Destroy the bridge or defeat all enemies.<br />
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.<br />
* Turns: 12.<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Engineer.<br />
* Other:<br />
** Every unit not on the south side of the river when the bridge is destroyed will be lost (including units in your recall list).<br />
<br />
There are two options in this scenario: you can either defeat all enemy leaders or blow up the bridge in the south. If you finish by passing the bridge, all your units that are not on the south side of the river by the time you blow up the bridge are killed by the explosion. Cruelly, this includes your nonrecalled units! Of the two options, killing all the enemy leaders is preferable if you can pull it off, so that you can keep your nonrecalled troops. <br />
<br />
This is one of those scenarios many deem "impossible", but it is by no means impossible, even on hard. However, you must wrap your mind around an unpleasant truth: it may be necessary to accept heavy losses of high level troops. On the other hand, some players with strong rosters after going to Mal-Ravanal's Capital have beat this scenario with minimal losses. You should have a large number of level 2 and 3 units to recall to start this scenario, level 2 units with high experience and close to level up are your best asset. <br />
<br />
Whichever option you take, watch out for the very tight time limit of 12 turns. And watch out for the level 3 trolls, as they can (and frequently will) instantly kill almost any of your units. Best fight them with mages or arcane damage dealing cavalry. Your cavalry units have a lot of impact resistance (30% and 40%) and can deal with trolls, especially if you gave amulets to cavalry or field a Paladin.<br />
<br />
You can (in 1.12.2) lure out the Eastern and the Southern leader on turn 1, killing both during the next turn. Deal as much damage to the remaining troops of East and South during the day, so you may survive the night. <br />
<br />
The second option - blowing up the bridge - is quite a bit easier to pull off, especially on hard or low gold. Run south with a sufficient amount of screening units and hopefully some units, not too slow units, to be evacuated. Focus on running the engineer, using other units to block for him, creating a ZOC corridor. Keep in mind that almost everyone is expendable. Use combat sparingly, just where you need to open a hole or where you see an opportunity to level up and heal. The scenario features a very large keep, so don't dilly-dally.<br />
<br />
If you finish the scenario with just the required units plus about three level 3 units, don't panic. You can indeed finish the rest of the scenarios, even on hard, starting with just a few level 3's. Note that the next scenario, ''The Drowned Plains'', is good for leveling raw recruits. However, if you have a lot of level 3's, it would certainly be easier to tackle another upcoming "impossible" scenario, namely ''Weldyn Besieged'', so you may wish to replay ''Evacuation'' to get a better result.<br />
<br />
WanderingHero: While this scenario is cruel, its not as asinine as it appears. You've already beaten the hardest scenarios of the campaign, so you dont have much to worry. Try saving a white mage, and maybe a Knight thats close to Paladin or a Paladin, but its hardly essential. Your heavy armors and ogres can be used to wall the enemy. Although the situation looks grim and the dialogue is grim, you actually near the end, the worst is behind you. You'll see the chequered flag soon enough.<br />
<br />
=== The Drowned Plains ===<br />
* Objective: Defeat Khrakrahs.<br />
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.<br />
* Turns: 28/26/24 (easy/medium/hard).<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Engineer.<br />
<br />
Khrakrahs is a level-4 Skeletal Dragon that will be found in or near the castle (located on an island in the south). In getting there, you need to proceed slowly and carefully through the swamp. That is because there are lots of fairly high level undead hidden there, waiting to ambush your troops. Don't panic. They are easy to take one at a time, and you can offer the killing blow to troops that you are eager to promote. Think twice about trying to maneuver more units around the back of the one you're trying to kill, as there may be more ambushing undead there.<br />
<br />
The dragon wanders around near the castle but only attacks units which he can kill instantly. If only strong units come near him, he tries to flee. Because of the fog the major challenge of this scenario is finding him and then getting him surrounded so he cannot just move away again. Once you have him trapped like this, slaying him should be easy using your stronger units —preferrably using impact weapons because the dragon has a low resistance there. Magical attacks from your magi are also very effective against the dragon.<br />
<br />
This scenario is a good opportunity for all the units with holy amulets you still have with you. Use them against the ambushers. Since there's a good early finish bonus, just recruit a keep of your best anti-undead units, find and kill the dragon and reap the reward.<br />
<br />
<br />
=== Approaching Weldyn ===<br />
* Objective: Get Gweddry to Weldyn.<br />
* Lose if: Gweddry, Dacyn, Owaec or Konrad II dies, or turns run out.<br />
* Turns: 24.<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Engineer.<br />
<br />
The objective is simple enough; Gweddry has to reach the castle occupied by Konrad II. This is simply a matter of moving him there quickly. The end.<br />
<br />
There is no challenge here, but with undead around you can pick up some XP with your fast moving arcane-enhanced troops (i.e., the ones that picked up holy amulets in earlier scenarios.) Try not to overrecruit or dilly-dally, though, as you need all the gold you can get for the next scenario, ''Weldyn Under Attack''.<br />
<br />
=== The Council ===<br />
<br />
Only plot in this. You see the inside of the castle.<br />
<br />
=== Weldyn Under Attack ===<br />
* Objective: Survive until end of turns.<br />
* Lose if: Gweddry, Dacyn, Owaec or Konrad II dies.<br />
* Turns: 18.<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Engineer, Konrad II.<br />
* Other:<br />
** At the end of this scenario you will have to choose whether to fight Mal-Ravanal directly in a duel, or repel his invasion with all you've got. This dictates the final scenario you'll play for this campaign.<br />
<br />
At scenario start, you find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are three enemy leaders with equal amounts of gold at their disposal. The southwestern enemy leader is the only one that recruits nightgaunts, the southeastern enemy leader is the only one that recruits bats, and the northern leader is the only one that recruits Spectres.<br />
<br />
The time of day cycle is 3 times longer than usual in this scenario, and it starts at dusk, so the first 3 turns are at dusk, and then it stays nighttime (first and second watch) during most of the scenario, which is painful with the damage the undead will unleash.<br />
<br />
Your strategy should be to kill off one of the leaders and his troops, so that you can take over his defensive position. It's probably easiest to take the northern keep.<br />
<br />
The backbone of your army will be heavy infantry track units, mages, and mages of light. On the first turn, recall one of each, plus three calvary units to the rear, preferably quick. Send the calvary to rob your allies of their villages. They won't mind. Later, the calvary can run around to distract the enemy. Send your heavy infantry types, mages, and mages of light towards the target enemy stronghold. You should supplement them with any units with arcane attacks: arch mages, silver mages, white mages, and any units that picked up amulets in previous scenarios.<br />
<br />
You probably will not be able to assassinate the leader before he is out of gold. When he dashes out to attack, check his gold. If he's broke, you might wish to ignore him for a turn or two while you kill off other units.<br />
<br />
After you take over the stronghold, you may be able to recruit some more troops, if you saved some gold and/or did a good job capturing villages with your cavalry. Note that saving gold is of no use for ''The Duel'', so spend it now. Next, you should start preparing for the assault waves of the other two leaders. The combined assault waves may be more than your forces can survive. Therefore, while your main force braces itself, you should send out some ogres, cavalry, and/or silver mages as distractions, mostly along the board edges. They can even get in a few kills.<br />
<br />
For your main force, unless you have taken over the southwestern keep, you need to think about the invisible, infiltrating, backstabbing Nightgaunts that are now headed your way. Have your units form a block with their back to the board edge. Round the corners of the block towards the enemy (so that you don't have one unit face four attacks.) Keep your whole line solid and heavily wounded units buried deep inside.<br />
<br />
In addition to Nightgaunts, you have the threat of Banebows, which can do 52 ranged damage in one turn. However, they are fairly easily killed with proper strategy. Move a mage of light adjacent to blind the Banebow (i.e., remove its +25% bonus) and provide light for your lawful unit's attack (i.e., remove its -25% adjustment.) Move a shock trooper (or similar, preferably arcane enhanced) adjacent to the banebow and mage of light. Move a general up to lend leadership to the attacker. You may kill the Banebow in one attack. Otherwise, if the Banebow is quite wounded, you can use the mage of light to finish it off.<br />
<br />
If you lose when you try to make a stand, you could instead try splitting your forces in two to attack the remaining two leaders. Some players have had success with this, killing the last leader by turn 14 or 15. Just remember that the objective is to survive until the end of turns, and Nightgaunts may be a problem. Killing all three leaders is a victory though and will earn you a early finish bonus of 54/turn, which is important if you go on to ''Weldyn Besieged''.<br />
<br />
If you have one or two silver mages available, they are quite useful in this scenario. The map is rather large so have some fast-moving units like horsemen run through enemy territory and capture individual villages. Then use the teleport ability of your silver mage to perform hit-and-run (or rather: hit-and-teleport) attacks. Make sure you do not get him killed, though, by holding out too long after attacking. Make good use of Gweddry's leadership ability (he should be a Grand Marshal by now), and of Konrad's Sceptre of Fire to get rid of the most dangerous enemies coming your way.<br />
<br />
At the end of the scenario, you must choose between challenging Mal-Ravanal to a duel (''The Duel'') or defending Weldyn against the final undead attack (''Weldyn Besieged''). ''Weldyn Besieged'' is intended as a challenging final scenario; players without a good recall list and sizable warchest will find ''The Duel'' much more accommodating.<br />
<br />
=== Diverging Campaign Path ===<br />
<br />
==== The Duel ====<br />
* Objective: Defeat Mal-Ravanal while Dacyn is nearby.<br />
* Lose if: Gweddry or Dacyn dies, or Dacyn is not nearby when Mal-Ravanal is defeated.<br />
* Turns: Unlimited.<br />
* Starting units: Gweddry, Dacyn.<br />
* Other:<br />
** You can only recruit for the first turn.<br />
<br />
This is a somewhat strange scenario: you get to recall/recruit exactly five units and then have to fight Mal-Ravanal and his six chosen troops. Mal-Ravanal will recruit mostly level 3 units so this looks difficult. However, it is, in fact, quite manageable. Your goal is to attack first and hit hard—you should be able to eliminate two or three enemy units before they even get the chance to attack.<br />
<br />
Except for Konrad II, you will have all of your units available in the recall list (including Owaec). Recall mages of light and other high-level arcane troops. Advance onto the battlefield, but stop just short of the enemies' range. After the enemies move closer, concentrate your attacks on a few of their units, particularly those with the strongest attacks. "Cowardly" Gweddry may be able to grant leadership bonuses to your troops, however he should probably refrain from actual fighting so he does not accidentally get killed.<br />
<br />
Try to finish the fight quickly, as Mal-Ravanal plays unfair and every so often recruits another 3 units, albeit not so tough as the first batch of 6. If you position a weak unit within Mal-Ravanal's movement range the arrogant lich will gleefully charge out onto the battlefield and leave himself wide open for your counterattack.<br />
<br />
==== Weldyn Besieged ====<br />
* Objective: Defeat Mal-Ravanal while Dacyn is nearby.<br />
* Lose if: Gweddry, Dacyn, Owaec or Konrad II dies, any enemy unit reaches your keep, or Dacyn is not nearby when Mal-Ravanal is defeated.<br />
* Turns: Unlimited.<br />
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Konrad II.<br />
<br />
This battle is intended as a substantial challenge, and is inadvisable with low gold or an inadequate recall list. You face off against seven enemy leaders, with the goal of finding and eliminating Mal-Ravanal among them. The liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario (the names are randomly assigned when you attack). Attacking a lich gives it a small boost of gold, but killing the wrong lich gives every other lich extra gold.<br />
<br />
A quick scout unit can charge past the undead hordes to attack and identify a lich. Once you've found Mal-Ravanal, send Dacyn and any mounted arcane-attack units to attack. You can draw Mal-Ravanal out of the keep by positioning a sacrificial horseman nearby. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the battle in a single turn.<br />
<br />
Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). Note, however, that each enemy killed causes the lich to recruit another. If things turn grim, retreat to the castle and make your final stand.<br />
<br />
<br />
[[Category:Campaigns]]<br />
[[Category:Campaigns - Walkthroughs]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&diff=56366TheRiseOfWesnoth2015-05-03T17:47:17Z<p>Taptap: /* Scenarios */</p>
<hr />
<div>== Strategy Guide for The Rise of Wesnoth Campaign ==<br />
<br />
===Campaign strategy===<br />
<br />
Over the course of this campaign, you will need to level up to some:<br />
<br />
* Healers: White Mages/Mages of Light (at least four)<br />
* Undead killers: Paladins (two)<br />
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)<br />
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights<br />
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr <br />
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)<br />
<br />
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!<br />
<br />
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.<br />
<br />
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.<br />
<br />
Due to many undead opponents, you will want to recruit many Thugs at times, and get a few (the quick ones, since you need them underground) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.<br />
<br />
Here are some recommended units to have obtained by specific scenarios:<br />
<br />
2. The Fall - 1 Knight<br><br />
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops<br><br />
4a. The Midlands - avoid, go to The Swamp of Eden instead<br><br />
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers<br><br />
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits<br><br />
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers<br><br />
12. A Final Spring - 1-2 Silver Mages<br><br />
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''<br><br />
17a. The Dragon - up to 4 White Mages / Mages of Light<br><br />
17d. Cursed Island - 1 Paladin<br><br />
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)<br><br />
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable<br><br />
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light<br />
<br />
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some "uber-units". An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.<br />
<br />
==Scenarios==<br />
===A Summer Of Storms ===<br />
<br />
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.<br />
<br />
Recruitment...<br />
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.<br />
# Then, you should probably hire Bowmen and more Spearmen. Whatever Bowmen you can get advanced will be useful later on for fighting the many trolls, grunts, and riders you will encounter. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better. Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.<br />
<br />
Strategy...<br />
* Players have used at least three strategies with success...<br />
# The "over the bridge" strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the "over-the-bridge" road, and when the Prince and final troops have just about caught up, march on the enemy camp.<br />
# The "hide in the swamp" strategy: Proceed much like the above, but send the king with 3 Horsemen to capture the nearest houses, then retreat into the swamp area until you have your lawful bonus to kill off troops during the day. To hold them back, you can use a Spearman and a Mage (to level him.)<br />
# "Sandbagging" strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. <br />
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.<br />
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.<br />
<br />
===The Fall===<br />
<br />
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.<br />
<br />
Recruitment...<br />
* Recall or recruit Spearmen and Bowmen to man the lines.<br />
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.<br />
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.<br />
<br />
Strategy...<br />
* There are three basic approaches to take out the outlaw leader...<br />
# "Brute force" strategy: You can march west with a large army and use part of it to hold northwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience and can bring a quick victory.<br />
# "Assassination over the bridge" strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.<br />
# "Assassination via the mountain pass" strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.<br />
* On the hardest difficulty level, you may be forced to assassinate.<br />
<br />
Hints...<br />
<br />
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.<br />
<br />
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.<br />
<br />
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.<br />
<br />
===A Harrowing Escape===<br />
<br />
This scenario is much easier on lower difficulty levels, calling for different strategies.<br />
<br />
On easy/medium...<br />
* Recruitment: You should recruit/recall at least one, possibly two Mages here, and use them for killing Goblin Spearmen and finishing off injured Wolf Riders in the hills & mountains bordering the valley. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.<br />
<br />
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.<br />
<br />
On hard...<br />
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) <i>tout de suite</i>, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.<br />
<br />
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.<br />
<br />
Hints...<br />
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.<br />
<br />
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability "distract", which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.<br />
<br />
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.<br />
<br />
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to "kill" Lady Outlaw in the previous scenario so you get her gold.<br />
<br />
Spoilers...<br />
<br />
* There is Dwarf Steelclad in the village at 8,5. It's not far from your camp, so send Lady Outlaw there. Dwarf joins you because "It has been a long time since he felt the satisfying crunch of Orcs under his Axe."<br />
<br />
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.<br />
<br />
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.<br />
<br />
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.<br />
<br />
===Diverging Campaign Path===<br />
====The Midlands====<br />
<br />
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. <br />
<br />
Recruitment...<br />
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.<br />
* Recall any White Mages you have. You'll need them.<br />
* Bowmen are good for the wolf units you will be facing.<br />
* The rest depends on your strategy.<br />
<br />
Strategy...<br />
* The "Fast Assault" option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.<br />
* The "Dark Assault" option: use Footpads. If you chose to work with the the outlaws in the last round, then this works well. Footpads are cheap. And they are fast. And they have good defensive abilities. Plus they fight well in the dark and in the forest. So recruit lots of Footpads-pawns and quickly dispatch them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc. For the time being, leave the middle enemy alone. To the upper west, send several Footpads into the forest and capture the village and set up a defensive line. This cuts down the enemy's gold and increases yours. Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages. While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him. The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.<br />
<br />
====The Swamp Of Esten====<br />
<br />
This scenario is not hard if you are conservative and don't send important units off alone.<br />
<br />
Recruitment...<br />
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.<br />
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)<br />
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.<br />
<br />
Strategy...<br />
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.<br />
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.<br />
<br />
Spoiler...<br />
<br />
* Searching the temples is a good idea. Some have gold. There is a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep ASAP, and if not there, try rushing a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, so keep extra troops nearby when you enter one.<br />
<br />
===The Oldwood===<br />
<br />
The main challenge in this scenario is keeping your ally alive.<br />
<br />
Recruitment...<br />
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.<br />
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.<br />
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.<br />
<br />
Strategy...<br />
* Your forces will have three main combat arenas: the northeast, the south, and the middle.<br />
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.<br />
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.<br />
<br />
Tips...<br />
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.<br />
<br />
Spoilers...<br />
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.<br />
<br />
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (>50).<br />
<br />
===Temple in the Deep===<br />
<br />
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.<br />
<br />
Recruitment...<br />
<br />
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.<br />
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast "tank" and someone to grab the holy water.<br />
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (>50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.<br />
# Third round (optional), you can add a unit or two for a safety margin.<br />
<br />
Strategy...<br />
<br />
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. <br />
# Once the flow of baddies as tapered off, gradually progress northwards. Once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating, so try to attack him with melee units. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.<br />
<br />
Hints...<br />
<br />
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.<br />
<br />
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.<br />
<br />
Spoilers...<br />
<br />
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.<br />
<br />
===Return to Oldwood===<br />
<br />
Plot only.<br />
<br />
===Clearwater Port===<br />
<br />
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.<br />
<br />
Recruitment...<br />
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.<br />
# Recruit slowly at start to stretch your gold with initial income.<br />
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. <br />
<br />
Strategy...<br />
# Your ally does not need his villages.<br />
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.<br />
# Use illumination and leadership to maximum effect.<br />
# Soften opponents with your loyal veterans, feed kills to recruits.<br />
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.<br />
<br />
Finish...<br />
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.<br />
<br />
===Fallen Lich Point===<br />
<br />
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.<br />
<br />
Recruitment...<br />
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.<br />
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.<br />
* You automatically should have your loyal Knight. Because of the mountains around "lichland" and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.<br />
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.<br />
* Footpads will help with village flagging.<br />
<br />
Strategy... <br />
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.<br />
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.<br />
# After that, head north and walk into the sewer entrance (the "cave") or else kill the orc leaders.<br />
<br />
Hints...<br />
* It is also possible, if you recruit heavily, to split your force and head north to attack the eastern Orcs before they finish with the Yetis. However, be careful not to be attacked by a Yeti yourself.<br />
* When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit. (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)<br />
<br />
===Sewer of Southbay===<br />
<br />
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.<br />
<br />
Recruitment...<br />
* As always underground, you want non-horse units with 6+ MP.<br />
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.<br />
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:<br />
** Option 1, "Large and spammy" recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.<br />
** Option 2, "Small and elite" recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.<br />
* A Rogue (or Assassin) can be very handy as a damage dealer, who is able to break through bottlenecks.<br />
<br />
Strategy...<br />
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.<br />
# When the initial battle has died down, you have two options:<br />
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.<br />
## Otherwise, do them one after the other, and then look for the exit.<br />
<br />
Spoilers...<br />
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units. It is best to use ranged attacks against the spider, so leveled mages are good here.<br />
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.<br />
<br />
===Southbay in Winter===<br />
<br />
Plot only.<br />
<br />
===A Final Spring===<br />
<br />
This is a large battle, and any mistake on any front can spell doom, but overall it will be fairly easy on the easier difficulty levels. On hard, it still is easy given enough gold (370 or so.)<br />
<br />
Recruitment...<br />
# On the first turn, recall a Silver Mage to teleport to the island, recruit Footpads for village snatching, recall one or more of your loyal Iron Maulers (leveled up Heavy Infantrymen from ''The Fall''), and recall one or more Knights or similar.<br />
# Second turn, continue with this theme, but it will be nightfall soon, so recall Outlaws, Bandits, Assassins, etc.<br />
# Turn three is a bit more of the same, but you need to start thinking about preserving your income and also keeping a gold reserve. You can spam some peasants to preserve cash and income.<br />
# Turn four turn is more of the same.<br />
# Turn five, you will have new recruitment options (see spoiler at walkthrough end.)<br />
<br />
Strategy is broken into three fronts...<br />
# The first front is the south land area. Do a counter-clockwise sweep. Mounted units augmented with Footpads are a good choice. Note that it will be nightfall soon after game start, so it might be wise to delay any serious mounted assault until the next day, and you can delay your recalls for this.<br />
# The second front is the walled city. Move slower units and your loyal White Mage / Mage of Light to defend here. Take your ally's villages; your ally wouldn't do much useful with the money anyway. When your units from the second front complete their sweep, you can break the remaining southern forces against the city wall in a hammer and anvil. Then your united forces can move north. On easy, you may be able to push north more quickly than that using just part of your city troops.<br />
# The third front is the two small islands. Send a Silver Mage there ASAP. (You should have a village already there, so the Silver Mage can teleport over.) Footpads/Outlaws/Fugitives, Rangers, and others will help later. Lady Jessene could be used. A quick White Mage or Mage of Light would be useful, either on the coast or on the islands. Do not use Assassins on this front. Assassins have relatively weak defense in water against Orcs and Nagas, they're very weak against blade, which is all orcs and nagas use, and their relatively slow movement in water makes backstab hard to use reliably. Overall, you need to devote more resources to this front than you might think.<br />
<br />
Also keep an eye on the peninsula north of your keep. Wolf Riders and others might mount an amphibious assault in an effort to flank your troops. On the easier difficulty levels, you may wish to beat the punch and quickly establish a bridgehead on the other side of the bay.<br />
<br />
Hints...<br />
* You should have lots of high-level units now, so concentrate on recruiting new ones and levelling them up to fill needs.<br />
* Peasants are useful as placeholders for villages and distractions for the enemy.<br />
<br />
Spoilers...<br />
* On turn 4, a gang of nasty undead show up in the east. So, for your city taskforce, you'll want to recruit/recall units with impact and arcane attacks. Note that if undead capture villages, they will be flagged with the Orc island boss' black flag! This can result in an overwhelming number of Nagas, and it's one reason that you must devote a lot of resources to the island campaign. Re-flag any black flag villages quickly.<br />
* On turn 5, a gang of nasty Mermen show up in the west. Fortunately, they are on your side. You can now recruit Mermen. This is the real reason to keep a gold reserve until this time.<br />
<br />
===Peoples in Decline===<br />
<br />
This is a potentially bloody scenario versus Drakes. Proper recruitment is more important than good strategy here, as you will have little opportunity to maneuver.<br />
<br />
Recruitment...<br />
* First, recall any loyal Mermen in your roster. Your loyal Iron Maulers might prefer to sit this one out.<br />
* Drakes are vulnerable to pierce attacks, so spam cheap pierce attack units. In addition to Peasants, there are Poachers, Bowmen, Spearmen, Merman Fighters, and Merman Hunters. Poachers are key here, due to the swampy terrain and their chaotic alignment.<br />
* However, it helps to recall some leveled units early on, to prevent your line from crumbling. Javelineers and Trappers are good, since they have both ranged and melee attacks.<br />
* Drakes are vulnerable to arcane damage as well, so you can use more White Mages / Mages of Light than needed for healing duty.<br />
* On your last turn of recruitment when you have about 80 gold, recall some advanced units if need be, like Master Bowmen and Rangers.<br />
<br />
Strategy...<br />
* Since you will have a lot of level 1 and 0 units, make sure to use the leadership of Prince Haldric and Lady Jessene.<br />
* Look for opportunities to heal via leveling up.<br />
* Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night.<br />
* Take advantage of the mountains for defense.<br />
* Be careful with your loyals.<br />
* Because most Drakes have powerful ranged attacks, melee-only units should hide behind the lines until they attack, preferably at night (with a Mage of Light supplying illumination.)<br />
* Make sure you end with good carryover, the next scenario is rough.<br />
<br />
Spoiler...<br />
* Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the Drakes first, since a Sea Serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman Fighter. Movement over land is important for Mermen in the campaign as a whole. If the Merman Fighter to whom you give the storm trident has the Quick attribute, you can make him a Hoplite when he gets to level 3. Otherwise, make him a Triton, because movement over land is important for Mermen in this campaign as a whole.<br />
<br />
===Rough Landing===<br />
<br />
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.<br />
<br />
Recruitment...<br />
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.<br />
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.<br />
<br />
Strategy...<br />
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.<br />
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.<br />
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.<br />
<br />
Hints/Spoilers...<br />
* Try to level up the mermen; they can be useful in another scenario later.<br />
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.<br />
<br />
===A New Land===<br />
<br />
This is a non-scenario. The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end.<br />
<br />
Recruitment...<br />
* None necessary.<br />
<br />
Strategy...<br />
* The optimal strategy for gold carryover is to grab the three closest villages, then retreat to your keep and wait. Once one attack occurs, the non-scenario will be over.<br />
<br />
Spoiler...<br />
* One thing to keep in mind is that this the last chance you have to grab some more Mermen as their king leaves. They are quite helpful in a later scenario so grabbing a few extra here cannot hurt if you can spare the gold.<br />
<br />
===The Ka'lian===<br />
<br />
Story, with your choice of four battles next. You have to beat them all in whatever order. The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).<br />
<br />
===Diverging Campaign Path===<br />
<br />
All four scenarios have to be beaten, but in whatever order you choose.<br />
<br />
====The Dragon====<br />
<br />
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.<br />
<br />
Recruitment...<br />
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.<br />
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.<br />
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.<br />
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.<br />
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.<br />
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.<br />
<br />
Strategy...<br />
* Players have used many different strategies with success:<br />
** "Hedgehog" strategy: Fighting Saurians requires a disciplined formation. If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3. You can use a "healing hedgehog" of ten troops--two white mages next to each other and eight troops completely encircling them. If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go. If you're trying for the big bonus, you'll need two hedgehogs. Try to keep reserves back a bit in cities. If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too. Once the main wave of Saurians is broken, you can string non-wounded troops out a bit in the rush for the leaders. <br />
** "Triangular Hedgehog" strategy: Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. You can fix this by creating a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position. In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. <br />
** "Giant Hedgehog" strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.<br />
** "Standard Line" strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.<br />
** "Wake the Dragon" strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.<br />
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. <br />
<br />
Spoilers...<br />
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.<br />
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.<br />
<br />
====Lizard Beach====<br />
<br />
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.<br />
<br />
Recruiting...<br />
* Mermen are helpful for the swamp and water areas.<br />
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.<br />
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.<br />
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.<br />
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.<br />
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.<br />
<br />
Strategy...<br />
* General strategy: as Saurians have skirmishers and a lot of movement, be sure to protect your wounded units well. Because of the Saurians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line straight so only two can mob one guy. Hedgehog tactic also seems to work well.<br />
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:<br />
# "Mermen in center" strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. <br />
# "Mermen on flank" strategy: Recall several decent land melee units & then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then let the Saurians break on it. Once their first wave has broken, the rest of their troops come in drips and are no problem, so now you can split up and wipe out the stragglers and claim villages; any L2 units you start with should level up. After you defeat the main force from the south send just one or two guys north to capture towns so your Silver Mages can teleport into the fray. <br />
# "Mermen feint" strategy: Recall most of your Mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy undisturbed. Beware, though as your mermen will encounter the Saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way.<br />
# "No Mermen" strategy: On your first two turns recall two keeps of strong, fast veterans like mounted units (not Paladins though; they're pretty ineffective against saurians), Outlaws/Assassins, and Silver Magi along with some other veterans, preferably with a lot of HP: if all goes well (at least on easy and medium) that may be all you need. Dash them across the swamp directly west of your keep, south of the sands, and form a line with strong units at the ends. They'll flank you, but you're stronger than them and you can use your slower units to crush the flanking saurians in a hammer and anvil. The first wave of southern Saurians should get itself killed before the northern Saurians arrive in force. Once the northern Saurians arrive, take them out with your slower units while your quicker ones go for the southern leader.<br />
# "Sacrificial lamb" strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground. Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.<br />
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with Silver Mages, Mermen, and anyone who's close enough to be a help. If you don't want to lose any of your better units, patience may be the key.<br />
<br />
Spoilers...<br />
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.<br />
* Killing one leader gives more gold to the other, so when you've defeated pretty much all the southern leader's forces, just plant a level 3 or two in his keep and leave him alive; kill them both in the same turn.<br />
<br />
====The Troll Hole====<br />
<br />
This is a scenario that you cannot win by brute force, because the trolls have more brute force than you. Wise recruitment and strategy are necessary.<br />
<br />
Recruitment...<br />
* It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Mages of Light are especially nice, because they are tough enough to survive an attack from most trolls, while simultaneously reducing the damage sustained (due to illumination blinding the trolls.) Level 1 Mages can be used to good effect too, especially if quick. If only attacked by a single Troll Whelp, a healthy level 1 Mage will survive.<br />
* In addition to mages, your chaotic units can be helpful here again, especially against the occasional Rocklobber, which you will not want to attack with mages.<br />
* Be careful if you recall your loyal Iron Maulers (leveled up Heavy Infantrymen from ''the Fall''). They are slow, lawful and may not be able to take four hits from a Troll, like if they fail to kill a Troll and then the Troll attacks.<br />
* If you take the initial fight on the island, a couple of Mermen (water defence, slow, storm trident damage) and even the loyal Grand Knight/Paladin (30% impact resistance), if available, can be useful.<br />
* If you're low on gold, recruit some Peasants and feed them XP to fatten them into Bowmen.<br />
<br />
Strategy...<br />
* There are 4 castles, and two of them (randomly placed) are the troll leaders you need to kill.<br />
* You can make your initial stand either on the island or on the other side of the bridges.<br />
* Fighting on the island is highly recommended. It allows you to dispatch the enemies quickly on advantageous terrain. You can illuminate already lit tiles with a Mage of Light. It does stack, allowing you to fight in what is effectively daylight underground.<br />
* Use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. <br />
* When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.<br />
* You can bait a giant spider away and steal villages, when approaching from two directions at once, but single units wandering around will probably die by the fangs of a Giant Spider.<br />
<br />
====Cursed Isle====<br />
<br />
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.<br />
<br />
Recruitment...<br />
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.<br />
* Recall your loyal Merman Triton or similar and have him pick up the holy water.<br />
<br />
Strategy...<br />
* This can be the first or last quest you choose. If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. <br />
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.<br />
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.<br />
<br />
Spoiler...<br />
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.<br />
<br />
===A Spy In The Woods===<br />
<br />
Plot only.<br />
<br />
===The Vanguard===<br />
<br />
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.<br />
<br />
Recruitment...<br />
* Recruit a lot of units; you will need them.<br />
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.<br />
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.<br />
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.<br />
<br />
Strategy...<br />
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.<br />
# A "Sitzkrieg" may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.<br />
# Alternatively, allow "controlled openings" of the gaps, that offer better attacking opportunities during daytime.<br />
# Don't forget the chest of gold, which you can see even in fog.<br />
<br />
Spoilers...<br />
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.<br />
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.<br />
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.<br />
<br />
===Return of the Fleet===<br />
<br />
Welcome to the "kitchen sink" defense. You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you. The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.<br />
<br />
Recruitment...<br />
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.<br />
* On medium, don't recruit too much for fighting the undead - 2 Paladins at most, 1 or 2 Thugs, the stormy Merman, and the nearest Mage working with your land force are sufficient - the undead commander only gets 5-6 L2 recruits and they come ashore scattered (on medium, anyway). Paladins are so effective against undead that you can wade into the water after them. Just remember, Paladins can't go into deep water and undead can.<br />
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.<br />
<br />
Strategy...<br />
# Move the Mermen (including the storm trident) as quickly as possible pretty much straight to the West. (There is a village and swamp hex that can aid your travel if you pick the best route). Move these guys up the West side once they get there to get to the Undead Leader as quickly as possible.<br />
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.<br />
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded. So, while you're still able to see, note the troop dispositions (especially Chocobones.)<br />
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.<br />
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead. You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it. You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.<br />
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.<br />
<br />
Spoilers...<br />
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.<br />
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. Assuming you're sending a strike force through the water to knock out the undead commander, you really don't want to trigger these until that force is on the island - the storm trident Merman is the only thing that can stand up to them in water, and they will avoid him to attack more vulnerable units.<br />
* Once you kill one enemy leader, the other gets more gold & recruits a new wave of L2s. This can be useful if you need the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.<br />
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.<br />
<br />
===Rise of Wesnoth===<br />
<br />
It's the final battle: be patient, recall everybody - the early finish bonus doesn't mean anything. Also, loyal units are no better than other units after your recruitment is finished.<br />
<br />
Recruitment...<br />
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.<br />
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.<br />
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.<br />
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.<br />
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.<br />
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.<br />
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.<br />
* Some Mermen might be useful here, but surprisingly, they're not really necessary.<br />
<br />
Strategy...<br />
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.<br />
* With your mounted units, race forwards by day and backwards by night.<br />
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.<br />
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. <br />
* Maintain awareness of the overall battlefield.<br />
* Kill all but one of the orc leaders (not all!).<br />
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.<br />
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army. Congratulations! Enjoy the ending!<br />
<br />
Spoilers...<br />
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.<br />
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)<br />
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively. The lich also will receive some gold once you kill his Familiar.<br />
<br />
== See Also ==<br />
<br />
* [[MainlineCampaigns]]<br />
<br />
[[Category:Campaigns - The Rise of Wesnoth]]<br />
[[Category:Campaigns - Walkthroughs]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&diff=56361TheRiseOfWesnoth2015-05-02T18:25:00Z<p>Taptap: /* Diverging Campaign Path */</p>
<hr />
<div>== Strategy Guide for The Rise of Wesnoth Campaign ==<br />
<br />
===Campaign strategy===<br />
<br />
Over the course of this campaign, you will need to level up to some:<br />
<br />
* Healers: White Mages/Mages of Light (at least four)<br />
* Undead killers: Paladins (two)<br />
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)<br />
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights<br />
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr <br />
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)<br />
<br />
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!<br />
<br />
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.<br />
<br />
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.<br />
<br />
Due to many undead opponents, you will want to recruit many Thugs at times, and get a few (the quick ones, since you need them underground) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.<br />
<br />
Here are some recommended units to have obtained by specific scenarios:<br />
<br />
2. The Fall - 1 Knight<br><br />
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops<br><br />
4a. The Midlands - avoid, go to The Swamp of Eden instead<br><br />
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers<br><br />
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits<br><br />
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers<br><br />
12. A Final Spring - 1-2 Silver Mages<br><br />
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''<br><br />
17a. The Dragon - up to 4 White Mages / Mages of Light<br><br />
17d. Cursed Island - 1 Paladin<br><br />
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)<br><br />
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable<br><br />
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light<br />
<br />
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some "uber-units". An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.<br />
<br />
==Scenarios==<br />
===A Summer Of Storms ===<br />
<br />
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.<br />
<br />
Recruitment...<br />
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.<br />
# Then, you should probably hire Bowmen and more Spearmen. Whatever Bowmen you can get advanced will be useful later on for fighting the many trolls, grunts, and riders you will encounter. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better. Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.<br />
<br />
Strategy...<br />
* Players have used at least three strategies with success...<br />
# The "over the bridge" strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the "over-the-bridge" road, and when the Prince and final troops have just about caught up, march on the enemy camp.<br />
# The "hide in the swamp" strategy: Proceed much like the above, but send the king with 3 Horsemen to capture the nearest houses, then retreat into the swamp area until you have your lawful bonus to kill off troops during the day. To hold them back, you can use a Spearman and a Mage (to level him.)<br />
# "Sandbagging" strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. <br />
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.<br />
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.<br />
<br />
===The Fall===<br />
<br />
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.<br />
<br />
Recruitment...<br />
* Recall or recruit Spearmen and Bowmen to man the lines.<br />
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.<br />
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.<br />
<br />
Strategy...<br />
* There are three basic approaches to take out the outlaw leader...<br />
# "Brute force" strategy: You can march west with a large army and use part of it to hold northwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience and can bring a quick victory.<br />
# "Assassination over the bridge" strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.<br />
# "Assassination via the mountain pass" strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.<br />
* On the hardest difficulty level, you may be forced to assassinate.<br />
<br />
Hints...<br />
<br />
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.<br />
<br />
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.<br />
<br />
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.<br />
<br />
===A Harrowing Escape===<br />
<br />
This scenario is much easier on lower difficulty levels, calling for different strategies.<br />
<br />
On easy/medium...<br />
* Recruitment: You should recruit/recall at least one, possibly two Mages here, and use them for killing Goblin Spearmen and finishing off injured Wolf Riders in the hills & mountains bordering the valley. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.<br />
<br />
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.<br />
<br />
On hard...<br />
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) <i>tout de suite</i>, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.<br />
<br />
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.<br />
<br />
Hints...<br />
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.<br />
<br />
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability "distract", which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.<br />
<br />
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.<br />
<br />
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to "kill" Lady Outlaw in the previous scenario so you get her gold.<br />
<br />
Spoilers...<br />
<br />
* There is Dwarf Steelclad in the village at 8,5. It's not far from your camp, so send Lady Outlaw there. Dwarf joins you because "It has been a long time since he felt the satisfying crunch of Orcs under his Axe."<br />
<br />
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.<br />
<br />
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.<br />
<br />
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.<br />
<br />
===Diverging Campaign Path===<br />
====The Midlands====<br />
<br />
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. <br />
<br />
Recruitment...<br />
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.<br />
* Recall any White Mages you have. You'll need them.<br />
* Bowmen are good for the wolf units you will be facing.<br />
* The rest depends on your strategy.<br />
<br />
Strategy...<br />
* The "Fast Assault" option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.<br />
* The "Dark Assault" option: use Footpads. If you chose to work with the the outlaws in the last round, then this works well. Footpads are cheap. And they are fast. And they have good defensive abilities. Plus they fight well in the dark and in the forest. So recruit lots of Footpads-pawns and quickly dispatch them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc. For the time being, leave the middle enemy alone. To the upper west, send several Footpads into the forest and capture the village and set up a defensive line. This cuts down the enemy's gold and increases yours. Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages. While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him. The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.<br />
<br />
====The Swamp Of Esten====<br />
<br />
This scenario is not hard if you are conservative and don't send important units off alone.<br />
<br />
Recruitment...<br />
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.<br />
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)<br />
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.<br />
<br />
Strategy...<br />
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.<br />
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.<br />
<br />
Spoiler...<br />
<br />
* Searching the temples is a good idea. Some have gold. There is a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep ASAP, and if not there, try rushing a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, so keep extra troops nearby when you enter one.<br />
<br />
===The Oldwood===<br />
<br />
The main challenge in this scenario is keeping your ally alive.<br />
<br />
Recruitment...<br />
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.<br />
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.<br />
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.<br />
<br />
Strategy...<br />
* Your forces will have three main combat arenas: the northeast, the south, and the middle.<br />
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.<br />
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.<br />
<br />
Tips...<br />
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.<br />
<br />
Spoilers...<br />
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.<br />
<br />
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (>50).<br />
<br />
===Temple in the Deep===<br />
<br />
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.<br />
<br />
Recruitment...<br />
<br />
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.<br />
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast "tank" and someone to grab the holy water.<br />
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (>50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.<br />
# Third round (optional), you can add a unit or two for a safety margin.<br />
<br />
Strategy...<br />
<br />
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. <br />
# Once the flow of baddies as tapered off, gradually progress northwards. Once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating, so try to attack him with melee units. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.<br />
<br />
Hints...<br />
<br />
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.<br />
<br />
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.<br />
<br />
Spoilers...<br />
<br />
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.<br />
<br />
===Return to Oldwood===<br />
<br />
Plot only.<br />
<br />
===Clearwater Port===<br />
<br />
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.<br />
<br />
Recruitment...<br />
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.<br />
# Recruit slowly at start to stretch your gold with initial income.<br />
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. <br />
<br />
Strategy...<br />
# Your ally does not need his villages.<br />
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.<br />
# Use illumination and leadership to maximum effect.<br />
# Soften opponents with your loyal veterans, feed kills to recruits.<br />
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.<br />
<br />
Finish...<br />
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.<br />
<br />
===Fallen Lich Point===<br />
<br />
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.<br />
<br />
Recruitment...<br />
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.<br />
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.<br />
* You automatically should have your loyal Knight. Because of the mountains around "lichland" and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.<br />
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.<br />
* Footpads will help with village flagging.<br />
<br />
Strategy... <br />
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.<br />
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.<br />
# After that, head north and walk into the sewer entrance (the "cave") or else kill the orc leaders.<br />
<br />
Hints...<br />
* It is also possible, if you recruit heavily, to split your force and head north to attack the eastern Orcs before they finish with the Yetis. However, be careful not to be attacked by a Yeti yourself.<br />
* When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit. (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)<br />
<br />
===Sewer of Southbay===<br />
<br />
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.<br />
<br />
Recruitment...<br />
* As always underground, you want non-horse units with 6+ MP.<br />
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.<br />
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:<br />
** Option 1, "Large and spammy" recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.<br />
** Option 2, "Small and elite" recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.<br />
<br />
Strategy...<br />
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.<br />
# When the initial battle has died down, you have two options:<br />
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.<br />
## Otherwise, do them one after the other, and then look for the exit.<br />
<br />
Spoilers...<br />
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units. It is best to use ranged attacks against the spider, so leveled mages are good here.<br />
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.<br />
<br />
===Southbay in Winter===<br />
<br />
Plot only.<br />
<br />
===A Final Spring===<br />
<br />
This is a large battle, and any mistake on any front can spell doom, but overall it will be fairly easy on the easier difficulty levels. On hard, it still is easy given enough gold (370 or so.)<br />
<br />
Recruitment...<br />
# On the first turn, recall a Silver Mage to teleport to the island, recruit Footpads for village snatching, recall one or more of your loyal Iron Maulers (leveled up Heavy Infantrymen from ''The Fall''), and recall one or more Knights or similar.<br />
# Second turn, continue with this theme, but it will be nightfall soon, so recall Outlaws, Bandits, Assassins, etc.<br />
# Turn three is a bit more of the same, but you need to start thinking about preserving your income and also keeping a gold reserve. You can spam some peasants to preserve cash and income.<br />
# Turn four turn is more of the same.<br />
# Turn five, you will have new recruitment options (see spoiler at walkthrough end.)<br />
<br />
Strategy is broken into three fronts...<br />
# The first front is the south land area. Do a counter-clockwise sweep. Mounted units augmented with Footpads are a good choice. Note that it will be nightfall soon after game start, so it might be wise to delay any serious mounted assault until the next day, and you can delay your recalls for this.<br />
# The second front is the walled city. Move slower units and your loyal White Mage / Mage of Light to defend here. Take your ally's villages; your ally wouldn't do much useful with the money anyway. When your units from the second front complete their sweep, you can break the remaining southern forces against the city wall in a hammer and anvil. Then your united forces can move north. On easy, you may be able to push north more quickly than that using just part of your city troops.<br />
# The third front is the two small islands. Send a Silver Mage there ASAP. (You should have a village already there, so the Silver Mage can teleport over.) Footpads/Outlaws/Fugitives, Rangers, and others will help later. Lady Jessene could be used. A quick White Mage or Mage of Light would be useful, either on the coast or on the islands. Do not use Assassins on this front. Assassins have relatively weak defense in water against Orcs and Nagas, they're very weak against blade, which is all orcs and nagas use, and their relatively slow movement in water makes backstab hard to use reliably. Overall, you need to devote more resources to this front than you might think.<br />
<br />
Also keep an eye on the peninsula north of your keep. Wolf Riders and others might mount an amphibious assault in an effort to flank your troops. On the easier difficulty levels, you may wish to beat the punch and quickly establish a bridgehead on the other side of the bay.<br />
<br />
Hints...<br />
* You should have lots of high-level units now, so concentrate on recruiting new ones and levelling them up to fill needs.<br />
* Peasants are useful as placeholders for villages and distractions for the enemy.<br />
<br />
Spoilers...<br />
* On turn 4, a gang of nasty undead show up in the east. So, for your city taskforce, you'll want to recruit/recall units with impact and arcane attacks. Note that if undead capture villages, they will be flagged with the Orc island boss' black flag! This can result in an overwhelming number of Nagas, and it's one reason that you must devote a lot of resources to the island campaign. Re-flag any black flag villages quickly.<br />
* On turn 5, a gang of nasty Mermen show up in the west. Fortunately, they are on your side. You can now recruit Mermen. This is the real reason to keep a gold reserve until this time.<br />
<br />
===Peoples in Decline===<br />
<br />
This is a potentially bloody scenario versus Drakes. Proper recruitment is more important than good strategy here, as you will have little opportunity to maneuver.<br />
<br />
Recruitment...<br />
* First, recall any loyal Mermen in your roster. Your loyal Iron Maulers might prefer to sit this one out.<br />
* Drakes are vulnerable to pierce attacks, so spam cheap pierce attack units. In addition to Peasants, there are Poachers, Bowmen, Spearmen, Merman Fighters, and Merman Hunters. Poachers are key here, due to the swampy terrain and their chaotic alignment.<br />
* However, it helps to recall some leveled units early on, to prevent your line from crumbling. Javelineers and Trappers are good, since they have both ranged and melee attacks.<br />
* You will need a total of 2 or 3 White Mages / Mages of Light.<br />
* On your last turn of recruitment when you have about 80 gold, recall some advanced units if need be, like Master Bowmen and Rangers.<br />
<br />
Strategy...<br />
* Since you will have a lot of level 1 and 0 units, make sure to use the leadership of Prince Haldric and Lady Jessene.<br />
* Look for opportunities to heal via leveling up.<br />
* Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night.<br />
* Take advantage of the mountains for defense.<br />
* Be careful with your loyals.<br />
* Because most Drakes have powerful ranged attacks, melee-only units should hide behind the lines until they attack, preferably at night (with a Mage of Light supplying illumination.)<br />
<br />
Spoiler...<br />
* Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the Drakes first, since a Sea Serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman Fighter. Movement over land is important for Mermen in the campaign as a whole. If the Merman Fighter to whom you give the storm trident has the Quick attribute, you can make him a Hoplite when he gets to level 3. Otherwise, make him a Triton, because movement over land is important for Mermen in this campaign as a whole.<br />
<br />
===Rough Landing===<br />
<br />
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.<br />
<br />
Recruitment...<br />
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.<br />
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.<br />
<br />
Strategy...<br />
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.<br />
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.<br />
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.<br />
<br />
Hints/Spoilers...<br />
* Try to level up the mermen; they can be useful in another scenario later.<br />
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.<br />
<br />
===A New Land===<br />
<br />
This is a non-scenario. The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end.<br />
<br />
Recruitment...<br />
* None necessary.<br />
<br />
Strategy...<br />
* The optimal strategy for gold carryover is to grab the three closest villages, then retreat to your keep and wait. Once one attack occurs, the non-scenario will be over.<br />
<br />
Spoiler...<br />
* One thing to keep in mind is that this the last chance you have to grab some more Mermen as their king leaves. They are quite helpful in a later scenario so grabbing a few extra here cannot hurt if you can spare the gold.<br />
<br />
===The Ka'lian===<br />
<br />
Story, with your choice of four battles next. You have to beat them all in whatever order. The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).<br />
<br />
===Diverging Campaign Path===<br />
<br />
All four scenarios have to be beaten, but in whatever order you choose.<br />
====The Dragon====<br />
<br />
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.<br />
<br />
Recruitment...<br />
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.<br />
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.<br />
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.<br />
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.<br />
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.<br />
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.<br />
<br />
Strategy...<br />
* Players have used many different strategies with success:<br />
** "Hedgehog" strategy: Fighting Saurians requires a disciplined formation. If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3. You can use a "healing hedgehog" of ten troops--two white mages next to each other and eight troops completely encircling them. If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go. If you're trying for the big bonus, you'll need two hedgehogs. Try to keep reserves back a bit in cities. If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too. Once the main wave of Saurians is broken, you can string non-wounded troops out a bit in the rush for the leaders. <br />
** "Triangular Hedgehog" strategy: Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. You can fix this by creating a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position. In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. <br />
** "Giant Hedgehog" strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.<br />
** "Standard Line" strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.<br />
** "Wake the Dragon" strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.<br />
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. <br />
<br />
Spoilers...<br />
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.<br />
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.<br />
<br />
====Lizard Beach====<br />
<br />
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.<br />
<br />
Recruiting...<br />
* Mermen are helpful for the swamp and water areas.<br />
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.<br />
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.<br />
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.<br />
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.<br />
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.<br />
<br />
Strategy...<br />
* General strategy: as Saurians have skirmishers and a lot of movement, be sure to protect your wounded units well. Because of the Saurians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line straight so only two can mob one guy. Hedgehog tactic also seems to work well.<br />
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:<br />
# "Mermen in center" strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. <br />
# "Mermen on flank" strategy: Recall several decent land melee units & then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then let the Saurians break on it. Once their first wave has broken, the rest of their troops come in drips and are no problem, so now you can split up and wipe out the stragglers and claim villages; any L2 units you start with should level up. After you defeat the main force from the south send just one or two guys north to capture towns so your Silver Mages can teleport into the fray. <br />
# "Mermen feint" strategy: Recall most of your Mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy undisturbed. Beware, though as your mermen will encounter the Saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way.<br />
# "No Mermen" strategy: On your first two turns recall two keeps of strong, fast veterans like mounted units (not Paladins though; they're pretty ineffective against saurians), Outlaws/Assassins, and Silver Magi along with some other veterans, preferably with a lot of HP: if all goes well (at least on easy and medium) that may be all you need. Dash them across the swamp directly west of your keep, south of the sands, and form a line with strong units at the ends. They'll flank you, but you're stronger than them and you can use your slower units to crush the flanking saurians in a hammer and anvil. The first wave of southern Saurians should get itself killed before the northern Saurians arrive in force. Once the northern Saurians arrive, take them out with your slower units while your quicker ones go for the southern leader.<br />
# "Sacrificial lamb" strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground. Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.<br />
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with Silver Mages, Mermen, and anyone who's close enough to be a help. If you don't want to lose any of your better units, patience may be the key.<br />
<br />
Spoilers...<br />
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.<br />
* Killing one leader gives more gold to the other, so when you've defeated pretty much all the southern leader's forces, just plant a level 3 or two in his keep and leave him alive; kill them both in the same turn.<br />
<br />
====The Troll Hole====<br />
<br />
This is a scenario that you cannot win by brute force, because the trolls have more brute force than you. Wise recruitment and strategy are necessary.<br />
<br />
Recruitment...<br />
* It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Mages of Light are especially nice, because they are tough enough to survive an attack from most trolls, while simultaneously reducing the damage sustained (due to illumination blinding the trolls.) Level 1 Mages can be used to good effect too, especially if quick. If only attacked by a single Troll Whelp, a healthy level 1 Mage will survive.<br />
* In addition to mages, your chaotic units can be helpful here again, especially against the occasional Rocklobber, which you will not want to attack with mages.<br />
* Be careful if you recall your loyal Iron Maulers (leveled up Heavy Infantrymen from ''the Fall''). They are slow, lawful and may not be able to take four hits from a Troll, like if they fail to kill a Troll and then the Troll attacks.<br />
* If you take the initial fight on the island, a couple of Mermen (water defence, slow, storm trident damage) and even the loyal Grand Knight/Paladin (30% impact resistance), if available, can be useful.<br />
* If you're low on gold, recruit some Peasants and feed them XP to fatten them into Bowmen.<br />
<br />
Strategy...<br />
* There are 4 castles, and two of them (randomly placed) are the troll leaders you need to kill.<br />
* You can make your initial stand either on the island or on the other side of the bridges.<br />
* Fighting on the island is highly recommended. It allows you to dispatch the enemies quickly on advantageous terrain. You can illuminate already lit tiles with a Mage of Light. It does stack, allowing you to fight in what is effectively daylight underground.<br />
* Use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. <br />
* When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.<br />
* You can bait a giant spider away and steal villages, when approaching from two directions at once, but single units wandering around will probably die by the fangs of a Giant Spider.<br />
<br />
====Cursed Isle====<br />
<br />
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.<br />
<br />
Recruitment...<br />
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.<br />
* Recall your loyal Merman Triton or similar and have him pick up the holy water.<br />
<br />
Strategy...<br />
* This can be the first or last quest you choose. If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. <br />
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.<br />
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.<br />
<br />
Spoiler...<br />
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.<br />
<br />
===A Spy In The Woods===<br />
<br />
Plot only.<br />
<br />
===The Vanguard===<br />
<br />
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.<br />
<br />
Recruitment...<br />
* Recruit a lot of units; you will need them.<br />
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.<br />
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.<br />
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.<br />
<br />
Strategy...<br />
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.<br />
# A "Sitzkrieg" may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.<br />
# Don't forget the chest of gold, which you can see even in fog.<br />
<br />
Spoilers...<br />
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.<br />
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.<br />
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.<br />
<br />
===Return of the Fleet===<br />
<br />
Welcome to the "kitchen sink" defense. You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you. The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.<br />
<br />
Recruitment...<br />
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.<br />
* On medium, don't recruit too much for fighting the undead - 2 Paladins at most, 1 or 2 Thugs, the stormy Merman, and the nearest Mage working with your land force are sufficient - the undead commander only gets 5-6 L2 recruits and they come ashore scattered (on medium, anyway). Paladins are so effective against undead that you can wade into the water after them. Just remember, Paladins can't go into deep water and undead can.<br />
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.<br />
<br />
Strategy...<br />
# Move the Mermen (including the storm trident) as quickly as possible pretty much straight to the West. (There is a village and swamp hex that can aid your travel if you pick the best route). Move these guys up the West side once they get there to get to the Undead Leader as quickly as possible.<br />
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.<br />
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded. So, while you're still able to see, note the troop dispositions (especially Chocobones.)<br />
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.<br />
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead. You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it. You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.<br />
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.<br />
<br />
Spoilers...<br />
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.<br />
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. Assuming you're sending a strike force through the water to knock out the undead commander, you really don't want to trigger these until that force is on the island - the storm trident Merman is the only thing that can stand up to them in water, and they will avoid him to attack more vulnerable units.<br />
* Once you kill one enemy leader, the other gets more gold & recruits a new wave of L2s. This can be useful if you need the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.<br />
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.<br />
<br />
===Rise of Wesnoth===<br />
<br />
It's the final battle: be patient, recall everybody - the early finish bonus doesn't mean anything. Also, loyal units are no better than other units after your recruitment is finished.<br />
<br />
Recruitment...<br />
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.<br />
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.<br />
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.<br />
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.<br />
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.<br />
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.<br />
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.<br />
* Some Mermen might be useful here, but surprisingly, they're not really necessary.<br />
* On 1.9.3 and earlier, you can recruit saurians. This was a bug, so ignore the option.<br />
<br />
Strategy...<br />
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.<br />
* With your mounted units, race forwards by day and backwards by night.<br />
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.<br />
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. <br />
* Maintain awareness of the overall battlefield.<br />
* Kill all but one of the orc leaders (not all!).<br />
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.<br />
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army. Congratulations! Enjoy the ending!<br />
<br />
Spoilers...<br />
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.<br />
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)<br />
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively. The lich also will receive some gold once you kill his Familiar.<br />
<br />
== See Also ==<br />
<br />
* [[MainlineCampaigns]]<br />
<br />
[[Category:Campaigns - The Rise of Wesnoth]]<br />
[[Category:Campaigns - Walkthroughs]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&diff=56360TheRiseOfWesnoth2015-05-02T17:57:48Z<p>Taptap: /* The Troll Hole */</p>
<hr />
<div>== Strategy Guide for The Rise of Wesnoth Campaign ==<br />
<br />
===Campaign strategy===<br />
<br />
Over the course of this campaign, you will need to level up to some:<br />
<br />
* Healers: White Mages/Mages of Light (at least four)<br />
* Undead killers: Paladins (two)<br />
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)<br />
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights<br />
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr <br />
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)<br />
<br />
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!<br />
<br />
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.<br />
<br />
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.<br />
<br />
Due to many undead opponents, you will want to recruit many Thugs at times, and get a few (the quick ones, since you need them underground) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.<br />
<br />
Here are some recommended units to have obtained by specific scenarios:<br />
<br />
2. The Fall - 1 Knight<br><br />
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops<br><br />
4a. The Midlands - avoid, go to The Swamp of Eden instead<br><br />
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers<br><br />
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits<br><br />
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers<br><br />
12. A Final Spring - 1-2 Silver Mages<br><br />
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''<br><br />
17a. The Dragon - up to 4 White Mages / Mages of Light<br><br />
17d. Cursed Island - 1 Paladin<br><br />
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)<br><br />
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable<br><br />
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light<br />
<br />
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some "uber-units". An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.<br />
<br />
==Scenarios==<br />
===A Summer Of Storms ===<br />
<br />
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.<br />
<br />
Recruitment...<br />
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.<br />
# Then, you should probably hire Bowmen and more Spearmen. Whatever Bowmen you can get advanced will be useful later on for fighting the many trolls, grunts, and riders you will encounter. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better. Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.<br />
<br />
Strategy...<br />
* Players have used at least three strategies with success...<br />
# The "over the bridge" strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the "over-the-bridge" road, and when the Prince and final troops have just about caught up, march on the enemy camp.<br />
# The "hide in the swamp" strategy: Proceed much like the above, but send the king with 3 Horsemen to capture the nearest houses, then retreat into the swamp area until you have your lawful bonus to kill off troops during the day. To hold them back, you can use a Spearman and a Mage (to level him.)<br />
# "Sandbagging" strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. <br />
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.<br />
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.<br />
<br />
===The Fall===<br />
<br />
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.<br />
<br />
Recruitment...<br />
* Recall or recruit Spearmen and Bowmen to man the lines.<br />
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.<br />
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.<br />
<br />
Strategy...<br />
* There are three basic approaches to take out the outlaw leader...<br />
# "Brute force" strategy: You can march west with a large army and use part of it to hold northwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience and can bring a quick victory.<br />
# "Assassination over the bridge" strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.<br />
# "Assassination via the mountain pass" strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.<br />
* On the hardest difficulty level, you may be forced to assassinate.<br />
<br />
Hints...<br />
<br />
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.<br />
<br />
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.<br />
<br />
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.<br />
<br />
===A Harrowing Escape===<br />
<br />
This scenario is much easier on lower difficulty levels, calling for different strategies.<br />
<br />
On easy/medium...<br />
* Recruitment: You should recruit/recall at least one, possibly two Mages here, and use them for killing Goblin Spearmen and finishing off injured Wolf Riders in the hills & mountains bordering the valley. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.<br />
<br />
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.<br />
<br />
On hard...<br />
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) <i>tout de suite</i>, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.<br />
<br />
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.<br />
<br />
Hints...<br />
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.<br />
<br />
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability "distract", which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.<br />
<br />
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.<br />
<br />
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to "kill" Lady Outlaw in the previous scenario so you get her gold.<br />
<br />
Spoilers...<br />
<br />
* There is Dwarf Steelclad in the village at 8,5. It's not far from your camp, so send Lady Outlaw there. Dwarf joins you because "It has been a long time since he felt the satisfying crunch of Orcs under his Axe."<br />
<br />
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.<br />
<br />
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.<br />
<br />
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.<br />
<br />
===Diverging Campaign Path===<br />
====The Midlands====<br />
<br />
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. <br />
<br />
Recruitment...<br />
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.<br />
* Recall any White Mages you have. You'll need them.<br />
* Bowmen are good for the wolf units you will be facing.<br />
* The rest depends on your strategy.<br />
<br />
Strategy...<br />
* The "Fast Assault" option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.<br />
* The "Dark Assault" option: use Footpads. If you chose to work with the the outlaws in the last round, then this works well. Footpads are cheap. And they are fast. And they have good defensive abilities. Plus they fight well in the dark and in the forest. So recruit lots of Footpads-pawns and quickly dispatch them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc. For the time being, leave the middle enemy alone. To the upper west, send several Footpads into the forest and capture the village and set up a defensive line. This cuts down the enemy's gold and increases yours. Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages. While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him. The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.<br />
<br />
====The Swamp Of Esten====<br />
<br />
This scenario is not hard if you are conservative and don't send important units off alone.<br />
<br />
Recruitment...<br />
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.<br />
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)<br />
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.<br />
<br />
Strategy...<br />
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.<br />
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.<br />
<br />
Spoiler...<br />
<br />
* Searching the temples is a good idea. Some have gold. There is a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep ASAP, and if not there, try rushing a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, so keep extra troops nearby when you enter one.<br />
<br />
===The Oldwood===<br />
<br />
The main challenge in this scenario is keeping your ally alive.<br />
<br />
Recruitment...<br />
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.<br />
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.<br />
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.<br />
<br />
Strategy...<br />
* Your forces will have three main combat arenas: the northeast, the south, and the middle.<br />
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.<br />
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.<br />
<br />
Tips...<br />
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.<br />
<br />
Spoilers...<br />
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.<br />
<br />
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (>50).<br />
<br />
===Temple in the Deep===<br />
<br />
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.<br />
<br />
Recruitment...<br />
<br />
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.<br />
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast "tank" and someone to grab the holy water.<br />
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (>50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.<br />
# Third round (optional), you can add a unit or two for a safety margin.<br />
<br />
Strategy...<br />
<br />
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. <br />
# Once the flow of baddies as tapered off, gradually progress northwards. Once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating, so try to attack him with melee units. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.<br />
<br />
Hints...<br />
<br />
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.<br />
<br />
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.<br />
<br />
Spoilers...<br />
<br />
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.<br />
<br />
===Return to Oldwood===<br />
<br />
Plot only.<br />
<br />
===Clearwater Port===<br />
<br />
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.<br />
<br />
Recruitment...<br />
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.<br />
# Recruit slowly at start to stretch your gold with initial income.<br />
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. <br />
<br />
Strategy...<br />
# Your ally does not need his villages.<br />
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.<br />
# Use illumination and leadership to maximum effect.<br />
# Soften opponents with your loyal veterans, feed kills to recruits.<br />
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.<br />
<br />
Finish...<br />
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.<br />
<br />
===Fallen Lich Point===<br />
<br />
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.<br />
<br />
Recruitment...<br />
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.<br />
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.<br />
* You automatically should have your loyal Knight. Because of the mountains around "lichland" and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.<br />
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.<br />
* Footpads will help with village flagging.<br />
<br />
Strategy... <br />
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.<br />
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.<br />
# After that, head north and walk into the sewer entrance (the "cave") or else kill the orc leaders.<br />
<br />
Hints...<br />
* It is also possible, if you recruit heavily, to split your force and head north to attack the eastern Orcs before they finish with the Yetis. However, be careful not to be attacked by a Yeti yourself.<br />
* When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit. (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)<br />
<br />
===Sewer of Southbay===<br />
<br />
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.<br />
<br />
Recruitment...<br />
* As always underground, you want non-horse units with 6+ MP.<br />
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.<br />
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:<br />
** Option 1, "Large and spammy" recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.<br />
** Option 2, "Small and elite" recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.<br />
<br />
Strategy...<br />
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.<br />
# When the initial battle has died down, you have two options:<br />
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.<br />
## Otherwise, do them one after the other, and then look for the exit.<br />
<br />
Spoilers...<br />
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units. It is best to use ranged attacks against the spider, so leveled mages are good here.<br />
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.<br />
<br />
===Southbay in Winter===<br />
<br />
Plot only.<br />
<br />
===A Final Spring===<br />
<br />
This is a large battle, and any mistake on any front can spell doom, but overall it will be fairly easy on the easier difficulty levels. On hard, it still is easy given enough gold (370 or so.)<br />
<br />
Recruitment...<br />
# On the first turn, recall a Silver Mage to teleport to the island, recruit Footpads for village snatching, recall one or more of your loyal Iron Maulers (leveled up Heavy Infantrymen from ''The Fall''), and recall one or more Knights or similar.<br />
# Second turn, continue with this theme, but it will be nightfall soon, so recall Outlaws, Bandits, Assassins, etc.<br />
# Turn three is a bit more of the same, but you need to start thinking about preserving your income and also keeping a gold reserve. You can spam some peasants to preserve cash and income.<br />
# Turn four turn is more of the same.<br />
# Turn five, you will have new recruitment options (see spoiler at walkthrough end.)<br />
<br />
Strategy is broken into three fronts...<br />
# The first front is the south land area. Do a counter-clockwise sweep. Mounted units augmented with Footpads are a good choice. Note that it will be nightfall soon after game start, so it might be wise to delay any serious mounted assault until the next day, and you can delay your recalls for this.<br />
# The second front is the walled city. Move slower units and your loyal White Mage / Mage of Light to defend here. Take your ally's villages; your ally wouldn't do much useful with the money anyway. When your units from the second front complete their sweep, you can break the remaining southern forces against the city wall in a hammer and anvil. Then your united forces can move north. On easy, you may be able to push north more quickly than that using just part of your city troops.<br />
# The third front is the two small islands. Send a Silver Mage there ASAP. (You should have a village already there, so the Silver Mage can teleport over.) Footpads/Outlaws/Fugitives, Rangers, and others will help later. Lady Jessene could be used. A quick White Mage or Mage of Light would be useful, either on the coast or on the islands. Do not use Assassins on this front. Assassins have relatively weak defense in water against Orcs and Nagas, they're very weak against blade, which is all orcs and nagas use, and their relatively slow movement in water makes backstab hard to use reliably. Overall, you need to devote more resources to this front than you might think.<br />
<br />
Also keep an eye on the peninsula north of your keep. Wolf Riders and others might mount an amphibious assault in an effort to flank your troops. On the easier difficulty levels, you may wish to beat the punch and quickly establish a bridgehead on the other side of the bay.<br />
<br />
Hints...<br />
* You should have lots of high-level units now, so concentrate on recruiting new ones and levelling them up to fill needs.<br />
* Peasants are useful as placeholders for villages and distractions for the enemy.<br />
<br />
Spoilers...<br />
* On turn 4, a gang of nasty undead show up in the east. So, for your city taskforce, you'll want to recruit/recall units with impact and arcane attacks. Note that if undead capture villages, they will be flagged with the Orc island boss' black flag! This can result in an overwhelming number of Nagas, and it's one reason that you must devote a lot of resources to the island campaign. Re-flag any black flag villages quickly.<br />
* On turn 5, a gang of nasty Mermen show up in the west. Fortunately, they are on your side. You can now recruit Mermen. This is the real reason to keep a gold reserve until this time.<br />
<br />
===Peoples in Decline===<br />
<br />
This is a potentially bloody scenario versus Drakes. Proper recruitment is more important than good strategy here, as you will have little opportunity to maneuver.<br />
<br />
Recruitment...<br />
* First, recall any loyal Mermen in your roster. Your loyal Iron Maulers might prefer to sit this one out.<br />
* Drakes are vulnerable to pierce attacks, so spam cheap pierce attack units. In addition to Peasants, there are Poachers, Bowmen, Spearmen, Merman Fighters, and Merman Hunters. Poachers are key here, due to the swampy terrain and their chaotic alignment.<br />
* However, it helps to recall some leveled units early on, to prevent your line from crumbling. Javelineers and Trappers are good, since they have both ranged and melee attacks.<br />
* You will need a total of 2 or 3 White Mages / Mages of Light.<br />
* On your last turn of recruitment when you have about 80 gold, recall some advanced units if need be, like Master Bowmen and Rangers.<br />
<br />
Strategy...<br />
* Since you will have a lot of level 1 and 0 units, make sure to use the leadership of Prince Haldric and Lady Jessene.<br />
* Look for opportunities to heal via leveling up.<br />
* Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night.<br />
* Take advantage of the mountains for defense.<br />
* Be careful with your loyals.<br />
* Because most Drakes have powerful ranged attacks, melee-only units should hide behind the lines until they attack, preferably at night (with a Mage of Light supplying illumination.)<br />
<br />
Spoiler...<br />
* Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the Drakes first, since a Sea Serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman Fighter. Movement over land is important for Mermen in the campaign as a whole. If the Merman Fighter to whom you give the storm trident has the Quick attribute, you can make him a Hoplite when he gets to level 3. Otherwise, make him a Triton, because movement over land is important for Mermen in this campaign as a whole.<br />
<br />
===Rough Landing===<br />
<br />
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.<br />
<br />
Recruitment...<br />
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.<br />
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.<br />
<br />
Strategy...<br />
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.<br />
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.<br />
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.<br />
<br />
Hints/Spoilers...<br />
* Try to level up the mermen; they can be useful in another scenario later.<br />
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.<br />
<br />
===A New Land===<br />
<br />
This is a non-scenario. The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end.<br />
<br />
Recruitment...<br />
* None necessary.<br />
<br />
Strategy...<br />
* The optimal strategy for gold carryover is to grab the three closest villages, then retreat to your keep and wait. Once one attack occurs, the non-scenario will be over.<br />
<br />
Spoiler...<br />
* One thing to keep in mind is that this the last chance you have to grab some more Mermen as their king leaves. They are quite helpful in a later scenario so grabbing a few extra here cannot hurt if you can spare the gold.<br />
<br />
===The Ka'lian===<br />
<br />
Story, with your choice of four battles next. You have to beat them all in whatever order. The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).<br />
<br />
===Diverging Campaign Path===<br />
<br />
All four scenarios have to be beaten, but in whatever order you choose.<br />
====The Dragon====<br />
<br />
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.<br />
<br />
Recruitment...<br />
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.<br />
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.<br />
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.<br />
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.<br />
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.<br />
* A Merman or two will help with water hexes. An Entangler's slow ability will help tame the dragon.<br />
<br />
Strategy...<br />
* Players have used many different strategies with success:<br />
** "Hedgehog" strategy: Fighting Saurians requires a disciplined formation. If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3. You can use a "healing hedgehog" of ten troops--two white mages next to each other and eight troops completely encircling them. If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go. If you're trying for the big bonus, you'll need two hedgehogs. Try to keep reserves back a bit in cities. If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too. Once the main wave of Saurians is broken, you can string non-wounded troops out a bit in the rush for the leaders. <br />
** "Triangular Hedgehog" strategy: Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. You can fix this by creating a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position. In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. <br />
** "Giant Hedgehog" strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.<br />
** "Standard Line" strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.<br />
** "Wake the Dragon" strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.<br />
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. However, on the hardest difficulty setting the turn limit (33 turns) is insufficient for you to plow through the vast hordes of level 0 spam to get to the leaders, so it's best to simply end the scenario after killing the dragon.<br />
<br />
Spoilers...<br />
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.<br />
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.<br />
<br />
====Lizard Beach====<br />
<br />
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.<br />
<br />
Recruiting...<br />
* Mermen are helpful for the swamp and water areas.<br />
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.<br />
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.<br />
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.<br />
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.<br />
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.<br />
<br />
Strategy...<br />
* General strategy: as Saurians have skirmishers and a lot of movement, be sure to protect your wounded units well. Because of the Saurians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line straight so only two can mob one guy. Hedgehog tactic also seems to work well.<br />
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:<br />
# "Mermen in center" strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. <br />
# "Mermen on flank" strategy: Recall several decent land melee units & then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then let the Saurians break on it. Once their first wave has broken, the rest of their troops come in drips and are no problem, so now you can split up and wipe out the stragglers and claim villages; any L2 units you start with should level up. After you defeat the main force from the south send just one or two guys north to capture towns so your Silver Mages can teleport into the fray. <br />
# "Mermen feint" strategy: Recall most of your Mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy undisturbed. Beware, though as your mermen will encounter the Saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way.<br />
# "No Mermen" strategy: On your first two turns recall two keeps of strong, fast veterans like mounted units (not Paladins though; they're pretty ineffective against saurians), Outlaws/Assassins, and Silver Magi along with some other veterans, preferably with a lot of HP: if all goes well (at least on easy and medium) that may be all you need. Dash them across the swamp directly west of your keep, south of the sands, and form a line with strong units at the ends. They'll flank you, but you're stronger than them and you can use your slower units to crush the flanking saurians in a hammer and anvil. The first wave of southern Saurians should get itself killed before the northern Saurians arrive in force. Once the northern Saurians arrive, take them out with your slower units while your quicker ones go for the southern leader.<br />
# "Sacrificial lamb" strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground. Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.<br />
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with Silver Mages, Mermen, and anyone who's close enough to be a help. If you don't want to lose any of your better units, patience may be the key.<br />
<br />
Spoilers...<br />
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.<br />
* Killing one leader gives more gold to the other, so when you've defeated pretty much all the southern leader's forces, just plant a level 3 or two in his keep and leave him alive; kill them both in the same turn.<br />
<br />
====The Troll Hole====<br />
<br />
This is a scenario that you cannot win by brute force, because the trolls have more brute force than you. Wise recruitment and strategy are necessary.<br />
<br />
Recruitment...<br />
* It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Mages of Light are especially nice, because they are tough enough to survive an attack from most trolls, while simultaneously reducing the damage sustained (due to illumination blinding the trolls.) Level 1 Mages can be used to good effect too, especially if quick. If only attacked by a single Troll Whelp, a healthy level 1 Mage will survive.<br />
* In addition to mages, your chaotic units can be helpful here again, especially against the occasional Rocklobber, which you will not want to attack with mages.<br />
* Be careful if you recall your loyal Iron Maulers (leveled up Heavy Infantrymen from ''the Fall''). They are slow, lawful and may not be able to take four hits from a Troll, like if they fail to kill a Troll and then the Troll attacks.<br />
* If you take the initial fight on the island, a couple of Mermen (water defence, slow, storm trident damage) and even the loyal Grand Knight/Paladin (30% impact resistance), if available, can be useful.<br />
* If you're low on gold, recruit some Peasants and feed them XP to fatten them into Bowmen.<br />
<br />
Strategy...<br />
* There are 4 castles, and two of them (randomly placed) are the troll leaders you need to kill.<br />
* You can make your initial stand either on the island or on the other side of the bridges.<br />
* Fighting on the island is highly recommended. It allows you to dispatch the enemies quickly on advantageous terrain. You can illuminate already lit tiles with a Mage of Light. It does stack, allowing you to fight in what is effectively daylight underground.<br />
* Use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. <br />
* When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.<br />
* You can bait a giant spider away and steal villages, when approaching from two directions at once, but single units wandering around will probably die by the fangs of a Giant Spider.<br />
<br />
====Cursed Isle====<br />
<br />
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.<br />
<br />
Recruitment...<br />
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.<br />
* Recall your loyal Merman Triton or similar and have him pick up the holy water.<br />
<br />
Strategy...<br />
* This can be the first or last quest you choose. If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. <br />
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.<br />
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.<br />
<br />
Spoiler...<br />
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.<br />
<br />
===A Spy In The Woods===<br />
<br />
Plot only.<br />
<br />
===The Vanguard===<br />
<br />
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.<br />
<br />
Recruitment...<br />
* Recruit a lot of units; you will need them.<br />
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.<br />
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.<br />
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.<br />
<br />
Strategy...<br />
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.<br />
# A "Sitzkrieg" may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.<br />
# Don't forget the chest of gold, which you can see even in fog.<br />
<br />
Spoilers...<br />
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.<br />
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.<br />
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.<br />
<br />
===Return of the Fleet===<br />
<br />
Welcome to the "kitchen sink" defense. You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you. The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.<br />
<br />
Recruitment...<br />
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.<br />
* On medium, don't recruit too much for fighting the undead - 2 Paladins at most, 1 or 2 Thugs, the stormy Merman, and the nearest Mage working with your land force are sufficient - the undead commander only gets 5-6 L2 recruits and they come ashore scattered (on medium, anyway). Paladins are so effective against undead that you can wade into the water after them. Just remember, Paladins can't go into deep water and undead can.<br />
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.<br />
<br />
Strategy...<br />
# Move the Mermen (including the storm trident) as quickly as possible pretty much straight to the West. (There is a village and swamp hex that can aid your travel if you pick the best route). Move these guys up the West side once they get there to get to the Undead Leader as quickly as possible.<br />
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.<br />
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded. So, while you're still able to see, note the troop dispositions (especially Chocobones.)<br />
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.<br />
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead. You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it. You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.<br />
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.<br />
<br />
Spoilers...<br />
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.<br />
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. Assuming you're sending a strike force through the water to knock out the undead commander, you really don't want to trigger these until that force is on the island - the storm trident Merman is the only thing that can stand up to them in water, and they will avoid him to attack more vulnerable units.<br />
* Once you kill one enemy leader, the other gets more gold & recruits a new wave of L2s. This can be useful if you need the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.<br />
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.<br />
<br />
===Rise of Wesnoth===<br />
<br />
It's the final battle: be patient, recall everybody - the early finish bonus doesn't mean anything. Also, loyal units are no better than other units after your recruitment is finished.<br />
<br />
Recruitment...<br />
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.<br />
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.<br />
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.<br />
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.<br />
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.<br />
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.<br />
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.<br />
* Some Mermen might be useful here, but surprisingly, they're not really necessary.<br />
* On 1.9.3 and earlier, you can recruit saurians. This was a bug, so ignore the option.<br />
<br />
Strategy...<br />
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.<br />
* With your mounted units, race forwards by day and backwards by night.<br />
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.<br />
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. <br />
* Maintain awareness of the overall battlefield.<br />
* Kill all but one of the orc leaders (not all!).<br />
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.<br />
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army. Congratulations! Enjoy the ending!<br />
<br />
Spoilers...<br />
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.<br />
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)<br />
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively. The lich also will receive some gold once you kill his Familiar.<br />
<br />
== See Also ==<br />
<br />
* [[MainlineCampaigns]]<br />
<br />
[[Category:Campaigns - The Rise of Wesnoth]]<br />
[[Category:Campaigns - Walkthroughs]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&diff=56359TheRiseOfWesnoth2015-05-02T14:20:41Z<p>Taptap: /* The Troll Hole */ outdated, has 200 min gold now</p>
<hr />
<div>== Strategy Guide for The Rise of Wesnoth Campaign ==<br />
<br />
===Campaign strategy===<br />
<br />
Over the course of this campaign, you will need to level up to some:<br />
<br />
* Healers: White Mages/Mages of Light (at least four)<br />
* Undead killers: Paladins (two)<br />
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)<br />
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights<br />
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr <br />
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)<br />
<br />
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!<br />
<br />
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.<br />
<br />
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.<br />
<br />
Due to many undead opponents, you will want to recruit many Thugs at times, and get a few (the quick ones, since you need them underground) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.<br />
<br />
Here are some recommended units to have obtained by specific scenarios:<br />
<br />
2. The Fall - 1 Knight<br><br />
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops<br><br />
4a. The Midlands - avoid, go to The Swamp of Eden instead<br><br />
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers<br><br />
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits<br><br />
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers<br><br />
12. A Final Spring - 1-2 Silver Mages<br><br />
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''<br><br />
17a. The Dragon - up to 4 White Mages / Mages of Light<br><br />
17d. Cursed Island - 1 Paladin<br><br />
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)<br><br />
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable<br><br />
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light<br />
<br />
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some "uber-units". An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.<br />
<br />
==Scenarios==<br />
===A Summer Of Storms ===<br />
<br />
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.<br />
<br />
Recruitment...<br />
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.<br />
# Then, you should probably hire Bowmen and more Spearmen. Whatever Bowmen you can get advanced will be useful later on for fighting the many trolls, grunts, and riders you will encounter. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better. Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.<br />
<br />
Strategy...<br />
* Players have used at least three strategies with success...<br />
# The "over the bridge" strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the "over-the-bridge" road, and when the Prince and final troops have just about caught up, march on the enemy camp.<br />
# The "hide in the swamp" strategy: Proceed much like the above, but send the king with 3 Horsemen to capture the nearest houses, then retreat into the swamp area until you have your lawful bonus to kill off troops during the day. To hold them back, you can use a Spearman and a Mage (to level him.)<br />
# "Sandbagging" strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. <br />
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.<br />
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.<br />
<br />
===The Fall===<br />
<br />
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.<br />
<br />
Recruitment...<br />
* Recall or recruit Spearmen and Bowmen to man the lines.<br />
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.<br />
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.<br />
<br />
Strategy...<br />
* There are three basic approaches to take out the outlaw leader...<br />
# "Brute force" strategy: You can march west with a large army and use part of it to hold northwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience and can bring a quick victory.<br />
# "Assassination over the bridge" strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.<br />
# "Assassination via the mountain pass" strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.<br />
* On the hardest difficulty level, you may be forced to assassinate.<br />
<br />
Hints...<br />
<br />
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.<br />
<br />
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.<br />
<br />
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.<br />
<br />
===A Harrowing Escape===<br />
<br />
This scenario is much easier on lower difficulty levels, calling for different strategies.<br />
<br />
On easy/medium...<br />
* Recruitment: You should recruit/recall at least one, possibly two Mages here, and use them for killing Goblin Spearmen and finishing off injured Wolf Riders in the hills & mountains bordering the valley. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.<br />
<br />
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.<br />
<br />
On hard...<br />
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) <i>tout de suite</i>, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.<br />
<br />
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.<br />
<br />
Hints...<br />
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.<br />
<br />
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability "distract", which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.<br />
<br />
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.<br />
<br />
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to "kill" Lady Outlaw in the previous scenario so you get her gold.<br />
<br />
Spoilers...<br />
<br />
* There is Dwarf Steelclad in the village at 8,5. It's not far from your camp, so send Lady Outlaw there. Dwarf joins you because "It has been a long time since he felt the satisfying crunch of Orcs under his Axe."<br />
<br />
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.<br />
<br />
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.<br />
<br />
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.<br />
<br />
===Diverging Campaign Path===<br />
====The Midlands====<br />
<br />
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. <br />
<br />
Recruitment...<br />
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.<br />
* Recall any White Mages you have. You'll need them.<br />
* Bowmen are good for the wolf units you will be facing.<br />
* The rest depends on your strategy.<br />
<br />
Strategy...<br />
* The "Fast Assault" option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.<br />
* The "Dark Assault" option: use Footpads. If you chose to work with the the outlaws in the last round, then this works well. Footpads are cheap. And they are fast. And they have good defensive abilities. Plus they fight well in the dark and in the forest. So recruit lots of Footpads-pawns and quickly dispatch them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc. For the time being, leave the middle enemy alone. To the upper west, send several Footpads into the forest and capture the village and set up a defensive line. This cuts down the enemy's gold and increases yours. Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages. While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him. The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.<br />
<br />
====The Swamp Of Esten====<br />
<br />
This scenario is not hard if you are conservative and don't send important units off alone.<br />
<br />
Recruitment...<br />
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.<br />
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)<br />
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.<br />
<br />
Strategy...<br />
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.<br />
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.<br />
<br />
Spoiler...<br />
<br />
* Searching the temples is a good idea. Some have gold. There is a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep ASAP, and if not there, try rushing a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, so keep extra troops nearby when you enter one.<br />
<br />
===The Oldwood===<br />
<br />
The main challenge in this scenario is keeping your ally alive.<br />
<br />
Recruitment...<br />
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.<br />
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.<br />
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.<br />
<br />
Strategy...<br />
* Your forces will have three main combat arenas: the northeast, the south, and the middle.<br />
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.<br />
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.<br />
<br />
Tips...<br />
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.<br />
<br />
Spoilers...<br />
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.<br />
<br />
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (>50).<br />
<br />
===Temple in the Deep===<br />
<br />
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.<br />
<br />
Recruitment...<br />
<br />
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.<br />
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast "tank" and someone to grab the holy water.<br />
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (>50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.<br />
# Third round (optional), you can add a unit or two for a safety margin.<br />
<br />
Strategy...<br />
<br />
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. <br />
# Once the flow of baddies as tapered off, gradually progress northwards. Once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating, so try to attack him with melee units. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.<br />
<br />
Hints...<br />
<br />
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.<br />
<br />
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.<br />
<br />
Spoilers...<br />
<br />
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.<br />
<br />
===Return to Oldwood===<br />
<br />
Plot only.<br />
<br />
===Clearwater Port===<br />
<br />
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.<br />
<br />
Recruitment...<br />
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.<br />
# Recruit slowly at start to stretch your gold with initial income.<br />
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. <br />
<br />
Strategy...<br />
# Your ally does not need his villages.<br />
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.<br />
# Use illumination and leadership to maximum effect.<br />
# Soften opponents with your loyal veterans, feed kills to recruits.<br />
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.<br />
<br />
Finish...<br />
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.<br />
<br />
===Fallen Lich Point===<br />
<br />
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.<br />
<br />
Recruitment...<br />
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.<br />
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.<br />
* You automatically should have your loyal Knight. Because of the mountains around "lichland" and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.<br />
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.<br />
* Footpads will help with village flagging.<br />
<br />
Strategy... <br />
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.<br />
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.<br />
# After that, head north and walk into the sewer entrance (the "cave") or else kill the orc leaders.<br />
<br />
Hints...<br />
* It is also possible, if you recruit heavily, to split your force and head north to attack the eastern Orcs before they finish with the Yetis. However, be careful not to be attacked by a Yeti yourself.<br />
* When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit. (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)<br />
<br />
===Sewer of Southbay===<br />
<br />
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.<br />
<br />
Recruitment...<br />
* As always underground, you want non-horse units with 6+ MP.<br />
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.<br />
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:<br />
** Option 1, "Large and spammy" recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.<br />
** Option 2, "Small and elite" recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.<br />
<br />
Strategy...<br />
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.<br />
# When the initial battle has died down, you have two options:<br />
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.<br />
## Otherwise, do them one after the other, and then look for the exit.<br />
<br />
Spoilers...<br />
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units. It is best to use ranged attacks against the spider, so leveled mages are good here.<br />
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.<br />
<br />
===Southbay in Winter===<br />
<br />
Plot only.<br />
<br />
===A Final Spring===<br />
<br />
This is a large battle, and any mistake on any front can spell doom, but overall it will be fairly easy on the easier difficulty levels. On hard, it still is easy given enough gold (370 or so.)<br />
<br />
Recruitment...<br />
# On the first turn, recall a Silver Mage to teleport to the island, recruit Footpads for village snatching, recall one or more of your loyal Iron Maulers (leveled up Heavy Infantrymen from ''The Fall''), and recall one or more Knights or similar.<br />
# Second turn, continue with this theme, but it will be nightfall soon, so recall Outlaws, Bandits, Assassins, etc.<br />
# Turn three is a bit more of the same, but you need to start thinking about preserving your income and also keeping a gold reserve. You can spam some peasants to preserve cash and income.<br />
# Turn four turn is more of the same.<br />
# Turn five, you will have new recruitment options (see spoiler at walkthrough end.)<br />
<br />
Strategy is broken into three fronts...<br />
# The first front is the south land area. Do a counter-clockwise sweep. Mounted units augmented with Footpads are a good choice. Note that it will be nightfall soon after game start, so it might be wise to delay any serious mounted assault until the next day, and you can delay your recalls for this.<br />
# The second front is the walled city. Move slower units and your loyal White Mage / Mage of Light to defend here. Take your ally's villages; your ally wouldn't do much useful with the money anyway. When your units from the second front complete their sweep, you can break the remaining southern forces against the city wall in a hammer and anvil. Then your united forces can move north. On easy, you may be able to push north more quickly than that using just part of your city troops.<br />
# The third front is the two small islands. Send a Silver Mage there ASAP. (You should have a village already there, so the Silver Mage can teleport over.) Footpads/Outlaws/Fugitives, Rangers, and others will help later. Lady Jessene could be used. A quick White Mage or Mage of Light would be useful, either on the coast or on the islands. Do not use Assassins on this front. Assassins have relatively weak defense in water against Orcs and Nagas, they're very weak against blade, which is all orcs and nagas use, and their relatively slow movement in water makes backstab hard to use reliably. Overall, you need to devote more resources to this front than you might think.<br />
<br />
Also keep an eye on the peninsula north of your keep. Wolf Riders and others might mount an amphibious assault in an effort to flank your troops. On the easier difficulty levels, you may wish to beat the punch and quickly establish a bridgehead on the other side of the bay.<br />
<br />
Hints...<br />
* You should have lots of high-level units now, so concentrate on recruiting new ones and levelling them up to fill needs.<br />
* Peasants are useful as placeholders for villages and distractions for the enemy.<br />
<br />
Spoilers...<br />
* On turn 4, a gang of nasty undead show up in the east. So, for your city taskforce, you'll want to recruit/recall units with impact and arcane attacks. Note that if undead capture villages, they will be flagged with the Orc island boss' black flag! This can result in an overwhelming number of Nagas, and it's one reason that you must devote a lot of resources to the island campaign. Re-flag any black flag villages quickly.<br />
* On turn 5, a gang of nasty Mermen show up in the west. Fortunately, they are on your side. You can now recruit Mermen. This is the real reason to keep a gold reserve until this time.<br />
<br />
===Peoples in Decline===<br />
<br />
This is a potentially bloody scenario versus Drakes. Proper recruitment is more important than good strategy here, as you will have little opportunity to maneuver.<br />
<br />
Recruitment...<br />
* First, recall any loyal Mermen in your roster. Your loyal Iron Maulers might prefer to sit this one out.<br />
* Drakes are vulnerable to pierce attacks, so spam cheap pierce attack units. In addition to Peasants, there are Poachers, Bowmen, Spearmen, Merman Fighters, and Merman Hunters. Poachers are key here, due to the swampy terrain and their chaotic alignment.<br />
* However, it helps to recall some leveled units early on, to prevent your line from crumbling. Javelineers and Trappers are good, since they have both ranged and melee attacks.<br />
* You will need a total of 2 or 3 White Mages / Mages of Light.<br />
* On your last turn of recruitment when you have about 80 gold, recall some advanced units if need be, like Master Bowmen and Rangers.<br />
<br />
Strategy...<br />
* Since you will have a lot of level 1 and 0 units, make sure to use the leadership of Prince Haldric and Lady Jessene.<br />
* Look for opportunities to heal via leveling up.<br />
* Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night.<br />
* Take advantage of the mountains for defense.<br />
* Be careful with your loyals.<br />
* Because most Drakes have powerful ranged attacks, melee-only units should hide behind the lines until they attack, preferably at night (with a Mage of Light supplying illumination.)<br />
<br />
Spoiler...<br />
* Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the Drakes first, since a Sea Serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman Fighter. Movement over land is important for Mermen in the campaign as a whole. If the Merman Fighter to whom you give the storm trident has the Quick attribute, you can make him a Hoplite when he gets to level 3. Otherwise, make him a Triton, because movement over land is important for Mermen in this campaign as a whole.<br />
<br />
===Rough Landing===<br />
<br />
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.<br />
<br />
Recruitment...<br />
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.<br />
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.<br />
<br />
Strategy...<br />
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.<br />
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.<br />
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.<br />
<br />
Hints/Spoilers...<br />
* Try to level up the mermen; they can be useful in another scenario later.<br />
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.<br />
<br />
===A New Land===<br />
<br />
This is a non-scenario. The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end.<br />
<br />
Recruitment...<br />
* None necessary.<br />
<br />
Strategy...<br />
* The optimal strategy for gold carryover is to grab the three closest villages, then retreat to your keep and wait. Once one attack occurs, the non-scenario will be over.<br />
<br />
Spoiler...<br />
* One thing to keep in mind is that this the last chance you have to grab some more Mermen as their king leaves. They are quite helpful in a later scenario so grabbing a few extra here cannot hurt if you can spare the gold.<br />
<br />
===The Ka'lian===<br />
<br />
Story, with your choice of four battles next. You have to beat them all in whatever order. The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).<br />
<br />
===Diverging Campaign Path===<br />
<br />
All four scenarios have to be beaten, but in whatever order you choose.<br />
====The Dragon====<br />
<br />
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.<br />
<br />
Recruitment...<br />
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.<br />
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.<br />
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.<br />
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.<br />
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.<br />
* A Merman or two will help with water hexes. An Entangler's slow ability will help tame the dragon.<br />
<br />
Strategy...<br />
* Players have used many different strategies with success:<br />
** "Hedgehog" strategy: Fighting Saurians requires a disciplined formation. If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3. You can use a "healing hedgehog" of ten troops--two white mages next to each other and eight troops completely encircling them. If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go. If you're trying for the big bonus, you'll need two hedgehogs. Try to keep reserves back a bit in cities. If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too. Once the main wave of Saurians is broken, you can string non-wounded troops out a bit in the rush for the leaders. <br />
** "Triangular Hedgehog" strategy: Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. You can fix this by creating a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position. In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. <br />
** "Giant Hedgehog" strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.<br />
** "Standard Line" strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.<br />
** "Wake the Dragon" strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.<br />
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. However, on the hardest difficulty setting the turn limit (33 turns) is insufficient for you to plow through the vast hordes of level 0 spam to get to the leaders, so it's best to simply end the scenario after killing the dragon.<br />
<br />
Spoilers...<br />
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.<br />
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.<br />
<br />
====Lizard Beach====<br />
<br />
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.<br />
<br />
Recruiting...<br />
* Mermen are helpful for the swamp and water areas.<br />
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.<br />
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.<br />
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.<br />
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.<br />
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.<br />
<br />
Strategy...<br />
* General strategy: as Saurians have skirmishers and a lot of movement, be sure to protect your wounded units well. Because of the Saurians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line straight so only two can mob one guy. Hedgehog tactic also seems to work well.<br />
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:<br />
# "Mermen in center" strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. <br />
# "Mermen on flank" strategy: Recall several decent land melee units & then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then let the Saurians break on it. Once their first wave has broken, the rest of their troops come in drips and are no problem, so now you can split up and wipe out the stragglers and claim villages; any L2 units you start with should level up. After you defeat the main force from the south send just one or two guys north to capture towns so your Silver Mages can teleport into the fray. <br />
# "Mermen feint" strategy: Recall most of your Mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy undisturbed. Beware, though as your mermen will encounter the Saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way.<br />
# "No Mermen" strategy: On your first two turns recall two keeps of strong, fast veterans like mounted units (not Paladins though; they're pretty ineffective against saurians), Outlaws/Assassins, and Silver Magi along with some other veterans, preferably with a lot of HP: if all goes well (at least on easy and medium) that may be all you need. Dash them across the swamp directly west of your keep, south of the sands, and form a line with strong units at the ends. They'll flank you, but you're stronger than them and you can use your slower units to crush the flanking saurians in a hammer and anvil. The first wave of southern Saurians should get itself killed before the northern Saurians arrive in force. Once the northern Saurians arrive, take them out with your slower units while your quicker ones go for the southern leader.<br />
# "Sacrificial lamb" strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground. Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.<br />
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with Silver Mages, Mermen, and anyone who's close enough to be a help. If you don't want to lose any of your better units, patience may be the key.<br />
<br />
Spoilers...<br />
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.<br />
* Killing one leader gives more gold to the other, so when you've defeated pretty much all the southern leader's forces, just plant a level 3 or two in his keep and leave him alive; kill them both in the same turn.<br />
<br />
====The Troll Hole====<br />
<br />
This is a scenario that you cannot win by brute force, because the trolls have more brute force than you. Wise recruitment and strategy are necessary.<br />
<br />
Recruitment...<br />
* It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Mages of Light are especially nice, because they are tough enough to survive an attack from most trolls, while simultaneously reducing the damage sustained (due to illumination blinding the trolls.) Level 1 Mages can be used to good effect too, especially if quick. If only attacked by a single Troll Whelp, a healthy level 1 Mage will survive.<br />
* In addition to mages, your chaotic units can be helpful here again, especially against the occasional Rocklobber, which you will not want to attack with mages.<br />
* Be careful if you recall your loyal Iron Maulers (leveled up Heavy Infantrymen from ''the Fall''). In particular, the fearless one probably cannot take four hits from a Troll, like if it fails to kill a Troll and then the Troll attacks.<br />
* A couple of Mermen can help in the first few turns.<br />
* If you're low on gold, recruit some Peasants and feed them XP to fatten them into Bowmen.<br />
<br />
Strategy...<br />
* There are 4 castles, and two of them (randomly placed) are the troll leaders you need to kill.<br />
* You can make your initial stand either on the island or on the other side of the bridges.<br />
* Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems to be empty caves - they will all die, probably by the fangs of a Giant Spider.<br />
* When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.<br />
<br />
====Cursed Isle====<br />
<br />
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.<br />
<br />
Recruitment...<br />
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.<br />
* Recall your loyal Merman Triton or similar and have him pick up the holy water.<br />
<br />
Strategy...<br />
* This can be the first or last quest you choose. If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. <br />
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.<br />
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.<br />
<br />
Spoiler...<br />
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.<br />
<br />
===A Spy In The Woods===<br />
<br />
Plot only.<br />
<br />
===The Vanguard===<br />
<br />
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.<br />
<br />
Recruitment...<br />
* Recruit a lot of units; you will need them.<br />
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.<br />
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.<br />
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.<br />
<br />
Strategy...<br />
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.<br />
# A "Sitzkrieg" may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.<br />
# Don't forget the chest of gold, which you can see even in fog.<br />
<br />
Spoilers...<br />
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.<br />
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.<br />
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.<br />
<br />
===Return of the Fleet===<br />
<br />
Welcome to the "kitchen sink" defense. You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you. The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.<br />
<br />
Recruitment...<br />
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.<br />
* On medium, don't recruit too much for fighting the undead - 2 Paladins at most, 1 or 2 Thugs, the stormy Merman, and the nearest Mage working with your land force are sufficient - the undead commander only gets 5-6 L2 recruits and they come ashore scattered (on medium, anyway). Paladins are so effective against undead that you can wade into the water after them. Just remember, Paladins can't go into deep water and undead can.<br />
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.<br />
<br />
Strategy...<br />
# Move the Mermen (including the storm trident) as quickly as possible pretty much straight to the West. (There is a village and swamp hex that can aid your travel if you pick the best route). Move these guys up the West side once they get there to get to the Undead Leader as quickly as possible.<br />
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.<br />
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded. So, while you're still able to see, note the troop dispositions (especially Chocobones.)<br />
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.<br />
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead. You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it. You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.<br />
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.<br />
<br />
Spoilers...<br />
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.<br />
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. Assuming you're sending a strike force through the water to knock out the undead commander, you really don't want to trigger these until that force is on the island - the storm trident Merman is the only thing that can stand up to them in water, and they will avoid him to attack more vulnerable units.<br />
* Once you kill one enemy leader, the other gets more gold & recruits a new wave of L2s. This can be useful if you need the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.<br />
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.<br />
<br />
===Rise of Wesnoth===<br />
<br />
It's the final battle: be patient, recall everybody - the early finish bonus doesn't mean anything. Also, loyal units are no better than other units after your recruitment is finished.<br />
<br />
Recruitment...<br />
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.<br />
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.<br />
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.<br />
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.<br />
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.<br />
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.<br />
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.<br />
* Some Mermen might be useful here, but surprisingly, they're not really necessary.<br />
* On 1.9.3 and earlier, you can recruit saurians. This was a bug, so ignore the option.<br />
<br />
Strategy...<br />
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.<br />
* With your mounted units, race forwards by day and backwards by night.<br />
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.<br />
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. <br />
* Maintain awareness of the overall battlefield.<br />
* Kill all but one of the orc leaders (not all!).<br />
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.<br />
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army. Congratulations! Enjoy the ending!<br />
<br />
Spoilers...<br />
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.<br />
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)<br />
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively. The lich also will receive some gold once you kill his Familiar.<br />
<br />
== See Also ==<br />
<br />
* [[MainlineCampaigns]]<br />
<br />
[[Category:Campaigns - The Rise of Wesnoth]]<br />
[[Category:Campaigns - Walkthroughs]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=56358Player UMC Reviews2015-05-02T09:20:23Z<p>Taptap: /* Review by taptap */</p>
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'''Player note:''' * add your overall rating here (1-10) <br />
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'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
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* If you you are not familiar with editing wiki pages, then you can find a "How to add a review" help '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 here]''' (first post, point three).<br />
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<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
<br />
<br />
=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
<br />
'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
<br />
'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
<br />
<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
<br />
<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
<br />
<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
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All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 10<br />
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'''Fun:''' 10<br />
<br />
'''Replay value:''' 9<br />
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'''Player Note:''' 10<br />
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==== Review by bumbadadabum (0.9.2+svn) ====<br />
'''Review:''' Although it starts out quite slow, and has some lesser parts in there, I have to say that this is one of the best wesnoth campaigns I've played, and in my opinion even beats its prequel, <i>Invasion from the Unknown</i>. It's very well coded with great attention to detail, has a very good story, and very good maps, especially in Episode 3. The gameplay consists of a variety of battle scenarios, which feel very epic without the scale being too big, and a lot of dungeon-crawling scenarios, broken up with the occasional cutscene. It's not very easy, and it forces you to have a plan for the scenario, which is something I like. Because of the design of the campaign (the episodes all feel like separate campaigns) I'm going to talk about them separately.<br />
<br />
<b>Episode 1:</b><br />
This one starts off slow, with the first few scenarios having little interesting things happening, both gameplay- and storywise, although they weren't bad either. Once things start happening though, the story gets much better and the gameplay more interesting (I especially liked scenario 4 and 5), up until the last few scenarios, when some very abrupt (and almost unnecessary in my opinion) events take place, which actually left me speechless the first time I witnessed them. Another thing that left me speechless was the final cutscene, which was masterfully done and was one of the best in this campaign. In short, it starts off slow, but keeps accelerating once you progress further into the story. It's very well done overall, but it has some things I don't like.<br />
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<b>Episode 2:</b><br />
Episode 2 starts off a bit slow once again, but quickly introduces the player to some important characters and gets us back into the main storyline. It features quite a lot of plot twist, and was especially fun to play through the first time. The gameplay is little different from E1's in that it features a lot of "Defeat enemy leaders" scenarios, but the variety in maps and enemies made it so it wasn't boring. It does however, feature my least favorite scenario in this campaign, scenario 6, but the last 5 scenarios more than make up for this by being some of the best scenarios in this campaign. The final boss and ending cutscene were again very fun, and served as a nice ending of the episode.<br />
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<b>Episode 3</b>:<br />
I can't express how much I liked this episode. I was hooked from beginning to end, and played it all in one session. It immediately starts with, in my opinion, the best opening to a campaign I've ever seen, and got me into the story immediately. The scenarios in this episode are much more story-driven than the others, and the gameplay didn't disappoint either. The next few scenarios, although the were hard at times and frustrated me a bit) were still a lot of fun, but after scenario 6 is when things really start. The story divides into 2 branches. One of them is filled with epic battles, and is considerably less story-driven than the other one. The other one almost plays like a cutscene, and features the best atmosphere I've ever encountered in a campaign. The story keeps accelerating and expanding, and climaxes in very well made final boss. It has an open ending, and leaves much room for speculation. I'm not going to spoil much more, since I'd recommend everyone to play it.<br />
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I'd rate this campaign as nearly flawless, if it'd only be based on the last episode; the other 2 are sometimes lacking a bit of pacing, and some scenarios were a bit frustrating. Overall, I think this is a great campaign, and was worth playing every minute.<br />
<br />
'''Surroundings:''' 9<br />
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'''Design:''' 9<br />
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'''Story:''' 10<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 8<br />
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'''Player note:''' 9<br />
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==== Review by lipk ====<br />
If I had to describe After the Storm in one word, that would be "monumental". It's mostly like IftU on steroids, although there's a lot of quality improvement as well in some aspects that weren't strong points of its prequel. <br />
<br />
Let's see the visuals first. Shadowmaster is certainly not the best artist out there, but his stuff is good enough not to block you from immersing yourself in the story, and the sheer amount of custom art is amazing. That, along with the very creative use of various effects in cutscenes makes After the Storm the most visually pleasing and filmlike campaign I ever played. I also liked careful choice of music.<br />
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Speaking of writing, AtS fixes IftU's two major flaws: predictability and unoriginality. The plot is full of turns and surprises, and remains interesting through the whole campaign. Sometimes it feels more like a series random events rather than a coherent flow, but Wesnoth is a strategy game after all; AtS is more than okay in this aspect. The backstory, on the other hand, is overly convoluted, confusing and boring, especially in Episode 3. You simply lose interest in even more ancient-powerful-mystic creatures, artifacts and such after a while, especially when they're materialized only on the level of endless dialogs.<br />
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Good news is AtS has fewer dungeon crawls, bad news is that pickuppables are gone, so they are even more boring. Yeah, I think it can't be helped: I simply hate that kind of game play. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about picking the best spot to defend against enemy waves, which makes these scenarios kinda static (still challenging, though).<br />
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'''Surroundings:''' 10<br />
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'''Design:''' 7<br />
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'''Story:''' 8<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 4<br />
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'''Player note:''' 8<br />
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=== A New Order ===<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' Akladians,skirmish,story<br />
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'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
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The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
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'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
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At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
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A classic which many different people can enjoy.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
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'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
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'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
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==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
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'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
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'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
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'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
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'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
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'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
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'''Player note:''' * Overall rating would be 8/10.<br />
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===A Rough Life===<br />
====Review by bumbadadabum====<br />
'''Review:''' A Rough Life is a very interesting campaign to say the least. It has some very unique elements that make it into a very unique, and overall fun experience. The campaign is pretty much seperated into 3 parts, each with a different theme. Although the plot gets weaker in my opinion when you get to the final scenarios, it still remains fairly fun.<br />
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Perhaps the coolest feature of the campaign is the way the protagonist 'evolves' as you progress, changing unit types, name, and personality; it makes the protagonist feel more 'real'. The storytelling is also fairly interesting, as it focuses a lot on the emotion progression of the protagonist. The other characters are also interesting, and I think that overall, the story is one of its strong points.<br />
<br />
The maps are nothing too special, but they get the job done.<br />
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The campaign features portraits for pretty much all major characters, which is always a nice thing. The art is not the best around, but I like the style, and it's good enough to benefit the campaign.<br />
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The gameplay is pretty good. It features a lot of interesting scenarios and objectives, and almost no 'standard' skirmishes, and I like that a lot. It also features some choices and hidden things, greatly improving the replayability of this campaign. It's coded well in general, and bug-free as far as my own experience goes. <br />
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In short, I liked this campaign. I suggest it if you like smaller battles, and a unique story.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 8<br />
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'''Story:''' 7.5<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 8<br />
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'''Player note:''' 8<br />
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===Birth of a Lich===<br />
====Review by Kanzil====<br />
'''tags''' Malifor, descent into darkness, orcs, undead<br />
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'''Review''' This is one of those wonderful campaigns that fill in the gaps, that tell of the side-events of Wesnoth. It is laden with storyline and likeable characters, and, despite being scattered with grammatical mistakes, is nevertheless a very engaging read about a character many will know from DiD. It tells of the journey of Malifor from an young, outcast from his village, to dread Lich. Throughout, the story tells of the great tumults of the north lands, and even features the legendary Dwarf-Lord<br />
Thunedain. It fits seamlessly into the period described - the council of the magi includes Sagus and Leollyn - and the story is written with a well-researched adherence to canon; everywhere the campaign author seeks to add authenticity and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives the campaign along, and it has a wonderful flow. There are some quite epic battles, and it really is, overall, a gem of a campaign. Don't expect innovative WML, as it is a very conventional campaign, but it is certainly worth a look if you like campaigns that are relatively straightforward and have good storylines and interesting characters. Ultimately, though not particularly avant-garde, it is very well done.<br />
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'''Surroundings''' 8.5<br />
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'''Design:''' 9<br />
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'''Story:''' 9.5<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 7.5<br />
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'''Player note:''' 8.5<br />
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=== Brave Wings ===<br />
==== Review by Arawn ====<br />
'''Tags:''' drakes, adventure, rpg<br />
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'''Review:''' You take control of a band of drakes as they look for a potion to restore their island from undead. Just like in Fate of a Princess, you have a bunch of cool new units and items to make the experience unique. I loved this campaign for its happy storyline and units. I will admit it has a cliche, deux ex machina ending, but that's the only problem I can recall. Balancing is well-done, especially in areas where you have allies (I played on easy difficulty). There is some replay value since you can play around with who gets what item, but really, it's more of a one-time campaign. Loved the drake blademaster.<br />
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'''Surroundings''' 10<br />
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'''Design:''' 10<br />
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'''Story:''' 9<br />
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'''Fun:''' 10<br />
<br />
'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
<br />
<br />
=== Count Kromire ===<br />
==== Review by Dugi ====<br />
'''Tags:''' custom era, vampires, skirmish<br />
<br />
'''Description:''' A vampire campaign. In our culture, there are two kinds of vampires, first the evil bloodthirsty creatures that are usually counts and dukes and rule over small realms in dark mountains, and second, the eternal high school kids who fall in love with teens. Of course, this is about the first, cool kind of vampires. A bloodsucker has lost his land to celestials, and fights to get it back. He forges an alliance with other vampires and a strange order of humans (Windsong), and together they defeat the celestials and get his land back.<br />
<br />
'''Summary:''' It starts in a really cool way, you have two vampires and have to bite peasants to get more vampires from them. However, you will quickly get the ability to recruit them (because getting all units from plague making level 0 units would be a pain). Most of the campaign is rather classical, with well-designed and well-balanced scenarios. You play with vampires, a really interesting faction (with mages, archers, melee fighters, poison, drain on most units). The maps looks somewhat glum, but that is what you'd expect from a land controlled by vamps. They aren't very realistic either, but that actually makes the gameplay better. The way the end happens depends on some previous actions. Dialogues are not bad, quite funny because of a vampire who can't speak properly because of his huge teeth.<br />
<br />
Using a custom era has its downsides, though. Almost all units lack animations, so all combat is like headbutting with blade damage. The lore behind the factions is not as deep as in mainline, so you just don't know the motivations of most enemies to attack you. As a result, the story isn't anything special. It also has quite a strange element, if you let a guy live, he will attack you later for the arrogance of fighting him (he also quite unpleasantly surprises you by turning against you when you defeat the enemies together, for your arrogance, and it might get you defeated very easily if you aren't ready for it). I was really displeased by seeing in a description that vampires are immune to drain and plague, but shouldn't be immune to poison, but the engine does not allow it, that was total bullshit, but that is rather a part of the era.<br />
<br />
If you are bored with default era and can ignore the lack of animations, you will like it. If you seek gameplay-wise interesting factions, you'll like it too. Also if you are a fan of Twilight and need to learn what are the vampire stories about. But if you are okay with default era and classical factions and seek unusual scenarios and stories, you might not like it.<br />
<br />
'''Surroundings:''' 5<br />
<br />
'''Design:''' 9<br />
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'''Story:''' 7<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 7<br />
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<br />
=== Fate of a Princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. In the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
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==== Review by Arawn (0.9.24) ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG, adventure, rescue, quest<br />
<br />
'''Review:''' Greatly enjoyed this campaign. It's a bit long but worth it. You're given control of a small squad of units to bring aid to your people (the elves). From the start, you get to use unique, very well-designed units alongside standard ones. The story is entertaining but never makes the mistake of turning into a comedy or taking itself too seriously. There are also new AMLA advancements and weapons. Both made the campaign a lot of fun for me. Best of all, the story is referenced by other campaigns (Brave Wings, I think), adding a sense of realism.<br />
<br />
'''Surroundings''' 9<br />
<br />
'''Design:''' * 10<br />
<br />
'''Story:''' 10<br />
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'''Fun:''' 9<br />
<br />
'''Replay value:''' 5<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
==== Review by lipk ====<br />
Invasion from the Unknown was the first add-on I played (not completely unrelated to the fact that it was first entry in the campaign list back in the 1.8 days) and is still among my favorites. IftU has exceptionally well-designed maps, loads of custom terrain and units, and even some portrait art. The world is rich and detailed, it makes you want to press on to explore it deeper. The plot isn't a strong point of the campaign, though, it's awfully linear (that wouldn't be a problem on it's own right if it was shorter, but in 20+ scenarios, it would be nice to see some twists), and anyone who's familiar with UtBS should notice that it pretty much lacks originality, too. I didn't like the game play either; the campaign turns into a sequence of dungeon crawls and megalomaniac battles very early on, both of which I find slow and boring. That might be just my taste, though.<br />
<br />
All in all, Invasion from the Unknown is a well put-together product. It has major flaws regarding scenario and plot design, which might severely reduce the replay value of this campaign, but it's certainly worth playing at least once.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 6<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 7<br />
<br />
==== Review by taptap ====<br />
<br />
I resisted playing Invasion from the Unknown for a long time as I shied away from the thought of combining necromancy and elves, when I finally did I was pleasantly surprised. It is for me the most iconic campaign in UMC, redefines elvish history, sketches a cosmology for the ages after the fall. It is a campaign everyone should play at least once. With the Chaos empire and its various allies and enemies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and art, which is often on par with mainline campaigns.<br />
<br />
There are flaws, however. The hero is generic, the plot is full of holes and deus-ex-machina moments and sudden reversals for no good reason whatsoever. There are some serious gameplay issues in the second part as well. The individual scenarios / gameplay change between very good (e.g. introduction, moon valley, the final of part 1), interesting (e.g. some of the puzzles = boss fights) and broken (e.g. desert travel, the heart), and it is overall slightly heavy on not-that-challenging dungeon crawling. I do hate the sheer amount of triggered events, which discourage scouting and that is a bad thing in a wargame.<br />
<br />
The campaign would benefit tremendously from wiping out the recall list in the second part as it is done in the sequel After the Storm. Players are advised to do so voluntarily as this makes the second part much more entertaining and quite a bit more balanced.<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by bumbadadabum ====<br />
'''Description:''' (quoting Raijer) A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
==== Review by t3st3r ====<br />
'''Description''': Really large and custom campaign about two heroes who are about to become legendary half-gods. During campaings there are also several "lesser" heroes with remarkable powers and abilities as well, which makes game more interesting for sure. Right now there are 9 chapters, about 200 scenarios (10 planned as far as I know). Largest and most diverse campaign I've seen so far for BfW. And the only campaign I've replayed THREE times. Because I like overall gameplay so much that I has been willing to play it even when there was 3 or 4 chapters ready, so it has been quite incomplete. To my taste it's the most epic campaign for BfW to the date. <br />
<br />
In this campaign player could find nearly all you could expect from decent game scripting engine and seriously customized scenarios. And nearly all you've missed in original BfW campaigns and maps. Great AMLAs, much better than original BfW AMLAs are. Isn't it boring to kill 20 enemies just to get some dumb +3 hp bonus? This campaign corrects this problem: most advancements are actually useful and you can control units development path (to some degree). There are some extra LVLs for many units, this is really adding up. Sure, there could be factions balance issues if you use such settings for PvP, but it's not a problem of campaign itself and it really adds up to gameplay. There will be a number of really strong enemies of truly epic scale. Real dragons, real monsters, real freaks, real arch-enemies. All kings of dangerous things you can imagine and even more than that. Some of them require very custom approach so reading in-game messages/hints is a must. There is decent items system as well. Sure, geared warriors could handle much more than those with bare hands or simple weapons. Some items could even allow "simple" (non-hero) units to challenge some tough monsters on their own. Though many arch-enemies would be hard to kill even for main heroes without proper handling and using their weak points. To my taste, I really like this campaign. In fact it's my favorite campaign, thanks to custome AMLAs, 10 chapters, items system, strong enemies and various twists to add more fun to gameplay. Sometimes you can also use units from previous chapters, which allows you to have strong army of relatively few powerful units, which is just convenient to play. This is taken into account and those who continues from old chapters are facing much stronger resistance than those who starts chapter from scratch with "dummy" heroes and lack of geared and leveled army. There are some secrets and treasures hidden, custom events and so on. There is even some basic form of item crafting, some multi-part artefacts and so on. So players who are careful to details could have some extra/optional fun in game. This is what always distinguishes well thought maps from serious map makers and scripters. So if someone tired of standard boring BfW game mechanics, it's really worth to try this campaign out to see something new, beyond standard BFW mechanics and take some completely new look on familiar storylines.<br />
<br />
'''Summary''': This is a very long campaign, telling the story of two heroes who would follow a long path from mere mortals up to strong half-gods, capable of challenging almost any kinds of <br />
things. This is somewhat mixed into classic BfW storyline and shows it from different point of view, which isn't as simple as it looks like. First chapters show us how heroes would become some immortal and powerful beings, then they will gain more power and finally manage to become half-gods. While it's really long story, there are so many types of enemies, their abilities, new storyline twists, unexpected things and so on, that it's still remains fun to play. Even after you played many chapters already. Sure, some scenarios are lengthy and/or take too much efforts to control units or wait for AI moves. However, if campaign haves ~200 scenarios, it's hard to iron out all issues in just one shot. Yet it still impressive already, especially granted that it's still work in progress and is not yet complete. <br />
<br />
Difficulty of this campaign varies. Depending on paths you've taken, units equipent and how all this affects certain enemies, some enemies could be easier/harder than others. On normal difficulty level it should be manageable for seasoned BfW player. I would not recommend this campaign to newbies as it would teach you many funny things which will be (unfortunately!) missing in most of other BfW campaigns. Players have to understand it uses enhanced game mechanics. Maps vary wildly, ranging from standard "kill them all" scenarios to RPG and quest style maps. You can develop some really new and uncommon tactics. For example, you can use meteor spell to blow up a host of powerful enemies and then teleport away if situation permits. New abilities for new strategies are nearly countless, thanks to improved AMLAs, items system and new spells and their AMLA improvements.<br />
<br />
In this campaign you can often have "convenient" army composed of relatively few relatively powerful units with some special abilities, complementing each other. As for me, it's annoying to deal with 100 lvl 1 weaklings. I'm as human is inefficient and slow in doing so. This campaign will be far more convenient most of time. It's usually enough to have 10-20 strong units + some heroes to win scenario. <br />
<br />
Though it's noteworthy to mention that advanced items system and AMLAs are making it hard keep it perfectly balanced in all corner cases in all possible combinations, so sometimes you can face some too simple or quite hard maps, unexpectedly. However, unless there is some bug, seasoned BfW players should not have real troubles in most places. And it will feel unique each time you play it, as you will take different paths here and there. That what makes it funny to replay, trying different paths in advancements.<br />
<br />
The most daunting issue to my taste is that BfW core neither really supports items system on it's own, nor it provides any decent UI to deal with items. I think BfW authors should consider adding support for items and items management to the BfW core to make mapmakers life easier. It's not only campaign where this problem exists, there are dozen and half of campaigns sharing same issue. But as this campaign makes extensive use of items, it's where problem is getting really obvious. AI is really dumb and clueless at handling items/extended features, etc. And sometimes in-game computations could take a while, so powerful CPU could be a good idea. I can also admit that authors of various campaigns have minor mismatches in explaining the very same events from BfW world. Ideally, they mismatches have to be corrected but it requires cooperation of large number of independent people and I can understand it's somewhat troublesome to achieve. And of course there are some things to iron out as it's still work in progress. This probably applies to complaints that AI takes a long time to complete turns, etc - on some maps it's really good idea to go to preferences and set "skip AI moves" option on.<br />
<br />
'''Surroundings''': 8<br />
<br />
'''Design''': 8<br />
<br />
'''Story''': 9<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by Kpearce ====<br />
'''Campaign''' Legend of the Invincibles 3.0.1<br />
<br />
'''Review by''' Kpearce<br />
<br />
'''Review:''' I have so far played all of part 1. This is a very complicated campaign. From a coding perspective, it is quite impressive. The item system is extremely sophisticated. However, I found things buggy from time to time (playing on Wesnoth 1.11; admittedly a development release). Also, some of the controls are annoying. For instance, in the later part if you right-click a unit to change the items it is using, there is a menu item that says 'Devour.' I don't know what it's for, but if you click it accidentally your unit dies and it is not possible to undo.<br />
<br />
It takes quite a while to get the hang of the item system, but once you do it makes things much more complicated and interesting. On the whole, I like it. One complaint, though, is that it's hard to tell how formidable enemies are. It seems that some of them use items as well, and there are non-standard unit types that borrow standard graphics. Also, there are many more traits and abilities than in standard campaigns. The overall effect is that you can't tell what you're up against by looking. In some cases, certain abilities and things cause you to take damage whenever you hit the opposing unit, and I haven't figured out a way to see this in the interface.<br />
<br />
I really like the whirlwind attack, and other similar things, and the extra advances and the AMLA system.<br />
<br />
The story is interesting in places but nonsensical in others. Basically, I would say it's unpolished. The story, like the campaign as a whole, is pretty complicated. The dialogue needs copy editing.<br />
<br />
This campaign was an extremely ambitious undertaking by its author and it is probably as a result of that that the whole thing just feels not quite polished. With some cleaning up, this could be a really excellent campaign.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 2 (too big a time sink to do more than once)<br />
<br />
'''Player note:''' 8<br />
<br />
=== Only Death Behind ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' undead, skirmish, short, nice maps, good story, few units<br />
<br />
'''Description:''' (Only Death Behind, version 1.0.0) Three ghosts have made their escape from the lands of death back into the world of the living. Without material bodies, and without memories, indeed they can not even remember their own names.<br />
<br />
You play those three ghosts, your mission is to give them back human bodies and - their memories. <br />
<br />
'''Summary:''' I enjoined this campaign, because I love short campaigns with small maps and just a few units to handle.<br />
This campaign has also a brilliant story, it has beautiful maps, great ideas, and some unforeseen story changes.<br />
It is playable in just a few hours, and it is fun to play.<br />
<br />
I definitely recommend this campaign.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap (1.0.1) ====<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Return to Noelren ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' skirmish, RPG, unusual style, brilliant ideas, fun, nice maps, good story, adventure<br />
<br />
'''Description:''' (Return to Noelren, version 0.7.7) The author shows here what can be done with WML (and LUA). He shows brilliant new ideas, fantastic stuff I've never seen before in Wesnoth campaigns.<br />
The player can build bridges and boats to cross waters.<br />
There's a map with ebb and flow.<br />
Magic castles which rise suddenly from empty ground.<br />
A magic wand that transforms a strong enemy into a week creature.<br />
And many more fantastic surprises.<br />
It induces a right-click help menu that can be called every time the player stuck somewhere.<br />
<br />
<br />
'''Summary:''' This is not a usual "Kill all enemies" campaign, and if you are searching for such a campaign or for epic battles, then you better choose a different campaign. I would recommend this campaign rather to the player who wants to play a different campaign, with different ideas, and different objectives.<br />
The difficulty is easy, many scenarios here are not terminated by a turn limit, but I wouldn't call this a campaign for beginners.<br />
The objectives are clear, (and if not then you have the help menu).<br />
The campaign is fun to play, not a hard "battle after battle", it's rather like a journey.<br />
<br />
It is the unusual style, and the surprising ideas that makes this campaign so worth to play.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' goblins,skirmish,story<br />
<br />
'''Description:''' see previous review.<br />
<br />
'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
==== Review by pauline ====<br />
'''Version:''' Swamplings v1.1.7n – Wesnoth v1.10.06 – Single Player – Level Medium<br />
<br />
'''Tags:''' A turbulent time of wonderful BfW-inventions: wolfriding, humor and elaborate speech<br />
<br />
'''Review:''' see previous reviews: A modest, enjoyable campaign ? Honest, no more ?<br />
<br />
Swamplings = A clever plot full of twists, the thrill of exciting adventures, a mix of amazingly creative events, difficult battles that rely on real good strategy, many new characters, impressing maps with great attention to detail, entertaining ideas of a "Goblin of Chaos" ...<br />
<br />
I truly enjoyed this unpredictable story that remains interesting and fun through the whole campaign, full of original surprises that left me speechless. I am very fond of its engaging heroes, always on the verge of an unwanted battle, cracking unique jokes while smartly dealing with the big folks by providing an advancement of quite epic importance to BfW. Straight to the point:<br />
<br />
What else does it need for a campaign to be more gratifying ?<br />
<br />
OK, it isn't suited for players who prefer fierce wiping the floor-fights and instant victory without the "tedious" task of planing non-conventional tactics. And definitely not for those who consider the unexpected rather a so called "tomato surprise" than a dynamic situation. I can´t see how one can have more fun if all becomes as expected and everything goes according known circumstances.<br />
<br />
I recommend "Swamplings" to anyone interested in appealing, unusual aspects among the great variety of BfW-campaigns.<br />
<br />
'''Surroundings:''' 9 - e.g.: I find the cutscenes and board images very nice.<br />
<br />
'''Design:''' 9 - The quality of each scenario increases with new, masterfully done units and object designs.<br />
<br />
'''Story:''' 10 - Imo, justly considered one of the campaign's greatest strengths.<br />
<br />
'''Fun:''' 10 - due to hilarious dialogs and a great number of very comic events<br />
<br />
'''Replay value:''' 9 - Mastering the sheer feasibility of the first "only Goblin-"-battles and the possibility of a different approach to most scenarios challenged me already to play through it several times.<br />
<br />
'''Player note:''' 8 - My only real complaint: I'd love to see a couple more scenarios !<br />
<br />
'''Link to review''' I´ld like to point out: I´m not a very experienced player, neither do I think this campaign flawless.<br />
<br />
While playing I posted personal thoughts in the feedback thread, hoping my amateurish perspective might help to even improve the already high quality (and satisfy some selfish wishes, too). http://forums.wesnoth.org/viewtopic.php?f=8&t=29784&start=285#p557218 <br />
<br />
=== The Swamp Witch's Curse ===<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
=== The Founding of Borstep ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' Orcs, expert level, skirmish, unusual style, brilliant ideas, fun, story<br />
<br />
'''Description:''' (The Founding of Borstep, version 1.1.1c) This is one of the few campaigns available were the author has chosen an orc as protagonist. The enemies are other orcs, humans and mostly elves. In the first scenario you have to defeat your rivals to become leader of your tribe. In the following scenarios you fight your way through saurians, elves, humans, orcs, more elves, trolls, different monsters to fight the final Battle of Borstep against drakes.<br />
<br />
<br />
'''Summary:''' First, this campaigns difficulty is HARD and I would only recommend it for very good player, it is very difficult to play even on difficulty EASY. You play on mostly nice maps, and there are some scenarios where you have to reach unusual goals. The author shows some brilliant, unusual ideas. <br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player note:''' 8<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
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'''Surroundings:''' 10<br />
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'''Design:''' 7<br />
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'''Story:''' 5<br />
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'''Fun:''' 6<br />
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== Feedback Thread ==<br />
If you have criticisms, ideas and suggestions then please post it in the feedback thread.<br />
<br />
You also find a 'How to add a review' help there.<br />
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And if you don't want, or don't know how to edit the wiki page, then you can post your review also here. I (Adamant14) will add it to this page then.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''<br />
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[[Category:Campaigns]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=56357Player UMC Reviews2015-05-01T17:00:49Z<p>Taptap: </p>
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<div>''This is a place where you can add your reviews for current user-made campaigns. A guide can be found at [[Guide_to_UMC_Content|Guide to User-made Content (UMC)]]. Please edit, it is a wiki.''<br />
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=== Blueprint ===<br />
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'''Campaign''' * [add the name of the reviewed campaign here] [version number of reviewed campaign]<br />
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'''Review by''' * [add your name here]<br />
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'''Tags:''' * describe the add-on using a few keywords<br />
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'''Review:''' * personal evaluation of the campaign taking into account different aspects such as gameplay, plot, map design, art, etc.<br />
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'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
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'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
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'''Story:''' * add your rating of the story's quality here (1-10)<br />
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'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
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'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
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'''Player note:''' * add your overall rating here (1-10) <br />
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'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
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* If you you are not familiar with editing wiki pages, then you can find a "How to add a review" help '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 here]''' (first post, point three).<br />
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== Battle for Wesnoth UMC campaign / reviews ==<br />
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''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
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=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
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'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
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'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
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<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
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<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
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<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
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All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
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'''Surroundings:''' 10<br />
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'''Design:''' 10<br />
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'''Story:''' 10<br />
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'''Fun:''' 10<br />
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'''Replay value:''' 9<br />
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'''Player Note:''' 10<br />
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==== Review by bumbadadabum (0.9.2+svn) ====<br />
'''Review:''' Although it starts out quite slow, and has some lesser parts in there, I have to say that this is one of the best wesnoth campaigns I've played, and in my opinion even beats its prequel, <i>Invasion from the Unknown</i>. It's very well coded with great attention to detail, has a very good story, and very good maps, especially in Episode 3. The gameplay consists of a variety of battle scenarios, which feel very epic without the scale being too big, and a lot of dungeon-crawling scenarios, broken up with the occasional cutscene. It's not very easy, and it forces you to have a plan for the scenario, which is something I like. Because of the design of the campaign (the episodes all feel like separate campaigns) I'm going to talk about them separately.<br />
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<b>Episode 1:</b><br />
This one starts off slow, with the first few scenarios having little interesting things happening, both gameplay- and storywise, although they weren't bad either. Once things start happening though, the story gets much better and the gameplay more interesting (I especially liked scenario 4 and 5), up until the last few scenarios, when some very abrupt (and almost unnecessary in my opinion) events take place, which actually left me speechless the first time I witnessed them. Another thing that left me speechless was the final cutscene, which was masterfully done and was one of the best in this campaign. In short, it starts off slow, but keeps accelerating once you progress further into the story. It's very well done overall, but it has some things I don't like.<br />
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<b>Episode 2:</b><br />
Episode 2 starts off a bit slow once again, but quickly introduces the player to some important characters and gets us back into the main storyline. It features quite a lot of plot twist, and was especially fun to play through the first time. The gameplay is little different from E1's in that it features a lot of "Defeat enemy leaders" scenarios, but the variety in maps and enemies made it so it wasn't boring. It does however, feature my least favorite scenario in this campaign, scenario 6, but the last 5 scenarios more than make up for this by being some of the best scenarios in this campaign. The final boss and ending cutscene were again very fun, and served as a nice ending of the episode.<br />
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<b>Episode 3</b>:<br />
I can't express how much I liked this episode. I was hooked from beginning to end, and played it all in one session. It immediately starts with, in my opinion, the best opening to a campaign I've ever seen, and got me into the story immediately. The scenarios in this episode are much more story-driven than the others, and the gameplay didn't disappoint either. The next few scenarios, although the were hard at times and frustrated me a bit) were still a lot of fun, but after scenario 6 is when things really start. The story divides into 2 branches. One of them is filled with epic battles, and is considerably less story-driven than the other one. The other one almost plays like a cutscene, and features the best atmosphere I've ever encountered in a campaign. The story keeps accelerating and expanding, and climaxes in very well made final boss. It has an open ending, and leaves much room for speculation. I'm not going to spoil much more, since I'd recommend everyone to play it.<br />
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I'd rate this campaign as nearly flawless, if it'd only be based on the last episode; the other 2 are sometimes lacking a bit of pacing, and some scenarios were a bit frustrating. Overall, I think this is a great campaign, and was worth playing every minute.<br />
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'''Surroundings:''' 9<br />
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'''Design:''' 9<br />
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'''Story:''' 10<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 8<br />
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'''Player note:''' 9<br />
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==== Review by lipk ====<br />
If I had to describe After the Storm in one word, that would be "monumental". It's mostly like IftU on steroids, although there's a lot of quality improvement as well in some aspects that weren't strong points of its prequel. <br />
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Let's see the visuals first. Shadowmaster is certainly not the best artist out there, but his stuff is good enough not to block you from immersing yourself in the story, and the sheer amount of custom art is amazing. That, along with the very creative use of various effects in cutscenes makes After the Storm the most visually pleasing and filmlike campaign I ever played. I also liked careful choice of music.<br />
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Speaking of writing, AtS fixes IftU's two major flaws: predictability and unoriginality. The plot is full of turns and surprises, and remains interesting through the whole campaign. Sometimes it feels more like a series random events rather than a coherent flow, but Wesnoth is a strategy game after all; AtS is more than okay in this aspect. The backstory, on the other hand, is overly convoluted, confusing and boring, especially in Episode 3. You simply lose interest in even more ancient-powerful-mystic creatures, artifacts and such after a while, especially when they're materialized only on the level of endless dialogs.<br />
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Good news is AtS has fewer dungeon crawls, bad news is that pickuppables are gone, so they are even more boring. Yeah, I think it can't be helped: I simply hate that kind of game play. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about picking the best spot to defend against enemy waves, which makes these scenarios kinda static (still challenging, though).<br />
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'''Surroundings:''' 10<br />
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'''Design:''' 7<br />
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'''Story:''' 8<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 4<br />
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'''Player note:''' 8<br />
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=== A New Order ===<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' Akladians,skirmish,story<br />
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'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
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The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
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'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
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At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
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A classic which many different people can enjoy.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
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'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
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'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
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==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
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'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
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'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
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'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
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'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
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'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
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'''Player note:''' * Overall rating would be 8/10.<br />
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===A Rough Life===<br />
====Review by bumbadadabum====<br />
'''Review:''' A Rough Life is a very interesting campaign to say the least. It has some very unique elements that make it into a very unique, and overall fun experience. The campaign is pretty much seperated into 3 parts, each with a different theme. Although the plot gets weaker in my opinion when you get to the final scenarios, it still remains fairly fun.<br />
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Perhaps the coolest feature of the campaign is the way the protagonist 'evolves' as you progress, changing unit types, name, and personality; it makes the protagonist feel more 'real'. The storytelling is also fairly interesting, as it focuses a lot on the emotion progression of the protagonist. The other characters are also interesting, and I think that overall, the story is one of its strong points.<br />
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The maps are nothing too special, but they get the job done.<br />
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The campaign features portraits for pretty much all major characters, which is always a nice thing. The art is not the best around, but I like the style, and it's good enough to benefit the campaign.<br />
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The gameplay is pretty good. It features a lot of interesting scenarios and objectives, and almost no 'standard' skirmishes, and I like that a lot. It also features some choices and hidden things, greatly improving the replayability of this campaign. It's coded well in general, and bug-free as far as my own experience goes. <br />
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In short, I liked this campaign. I suggest it if you like smaller battles, and a unique story.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 8<br />
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'''Story:''' 7.5<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 8<br />
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'''Player note:''' 8<br />
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===Birth of a Lich===<br />
====Review by Kanzil====<br />
'''tags''' Malifor, descent into darkness, orcs, undead<br />
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'''Review''' This is one of those wonderful campaigns that fill in the gaps, that tell of the side-events of Wesnoth. It is laden with storyline and likeable characters, and, despite being scattered with grammatical mistakes, is nevertheless a very engaging read about a character many will know from DiD. It tells of the journey of Malifor from an young, outcast from his village, to dread Lich. Throughout, the story tells of the great tumults of the north lands, and even features the legendary Dwarf-Lord<br />
Thunedain. It fits seamlessly into the period described - the council of the magi includes Sagus and Leollyn - and the story is written with a well-researched adherence to canon; everywhere the campaign author seeks to add authenticity and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives the campaign along, and it has a wonderful flow. There are some quite epic battles, and it really is, overall, a gem of a campaign. Don't expect innovative WML, as it is a very conventional campaign, but it is certainly worth a look if you like campaigns that are relatively straightforward and have good storylines and interesting characters. Ultimately, though not particularly avant-garde, it is very well done.<br />
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'''Surroundings''' 8.5<br />
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'''Design:''' 9<br />
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'''Story:''' 9.5<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 7.5<br />
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'''Player note:''' 8.5<br />
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=== Brave Wings ===<br />
==== Review by Arawn ====<br />
'''Tags:''' drakes, adventure, rpg<br />
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'''Review:''' You take control of a band of drakes as they look for a potion to restore their island from undead. Just like in Fate of a Princess, you have a bunch of cool new units and items to make the experience unique. I loved this campaign for its happy storyline and units. I will admit it has a cliche, deux ex machina ending, but that's the only problem I can recall. Balancing is well-done, especially in areas where you have allies (I played on easy difficulty). There is some replay value since you can play around with who gets what item, but really, it's more of a one-time campaign. Loved the drake blademaster.<br />
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'''Surroundings''' 10<br />
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'''Design:''' 10<br />
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'''Story:''' 9<br />
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'''Fun:''' 10<br />
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'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
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=== Count Kromire ===<br />
==== Review by Dugi ====<br />
'''Tags:''' custom era, vampires, skirmish<br />
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'''Description:''' A vampire campaign. In our culture, there are two kinds of vampires, first the evil bloodthirsty creatures that are usually counts and dukes and rule over small realms in dark mountains, and second, the eternal high school kids who fall in love with teens. Of course, this is about the first, cool kind of vampires. A bloodsucker has lost his land to celestials, and fights to get it back. He forges an alliance with other vampires and a strange order of humans (Windsong), and together they defeat the celestials and get his land back.<br />
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'''Summary:''' It starts in a really cool way, you have two vampires and have to bite peasants to get more vampires from them. However, you will quickly get the ability to recruit them (because getting all units from plague making level 0 units would be a pain). Most of the campaign is rather classical, with well-designed and well-balanced scenarios. You play with vampires, a really interesting faction (with mages, archers, melee fighters, poison, drain on most units). The maps looks somewhat glum, but that is what you'd expect from a land controlled by vamps. They aren't very realistic either, but that actually makes the gameplay better. The way the end happens depends on some previous actions. Dialogues are not bad, quite funny because of a vampire who can't speak properly because of his huge teeth.<br />
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Using a custom era has its downsides, though. Almost all units lack animations, so all combat is like headbutting with blade damage. The lore behind the factions is not as deep as in mainline, so you just don't know the motivations of most enemies to attack you. As a result, the story isn't anything special. It also has quite a strange element, if you let a guy live, he will attack you later for the arrogance of fighting him (he also quite unpleasantly surprises you by turning against you when you defeat the enemies together, for your arrogance, and it might get you defeated very easily if you aren't ready for it). I was really displeased by seeing in a description that vampires are immune to drain and plague, but shouldn't be immune to poison, but the engine does not allow it, that was total bullshit, but that is rather a part of the era.<br />
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If you are bored with default era and can ignore the lack of animations, you will like it. If you seek gameplay-wise interesting factions, you'll like it too. Also if you are a fan of Twilight and need to learn what are the vampire stories about. But if you are okay with default era and classical factions and seek unusual scenarios and stories, you might not like it.<br />
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'''Surroundings:''' 5<br />
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'''Design:''' 9<br />
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'''Story:''' 7<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 7<br />
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=== Fate of a Princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
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'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. In the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 9<br />
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'''Story:''' 7<br />
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'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
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'''Player Note:''' 8<br />
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==== Review by Arawn (0.9.24) ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG, adventure, rescue, quest<br />
<br />
'''Review:''' Greatly enjoyed this campaign. It's a bit long but worth it. You're given control of a small squad of units to bring aid to your people (the elves). From the start, you get to use unique, very well-designed units alongside standard ones. The story is entertaining but never makes the mistake of turning into a comedy or taking itself too seriously. There are also new AMLA advancements and weapons. Both made the campaign a lot of fun for me. Best of all, the story is referenced by other campaigns (Brave Wings, I think), adding a sense of realism.<br />
<br />
'''Surroundings''' 9<br />
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'''Design:''' * 10<br />
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'''Story:''' 10<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 5<br />
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'''Player note:''' 9<br />
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<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
==== Review by lipk ====<br />
Invasion from the Unknown was the first add-on I played (not completely unrelated to the fact that it was first entry in the campaign list back in the 1.8 days) and is still among my favorites. IftU has exceptionally well-designed maps, loads of custom terrain and units, and even some portrait art. The world is rich and detailed, it makes you want to press on to explore it deeper. The plot isn't a strong point of the campaign, though, it's awfully linear (that wouldn't be a problem on it's own right if it was shorter, but in 20+ scenarios, it would be nice to see some twists), and anyone who's familiar with UtBS should notice that it pretty much lacks originality, too. I didn't like the game play either; the campaign turns into a sequence of dungeon crawls and megalomaniac battles very early on, both of which I find slow and boring. That might be just my taste, though.<br />
<br />
All in all, Invasion from the Unknown is a well put-together product. It has major flaws regarding scenario and plot design, which might severely reduce the replay value of this campaign, but it's certainly worth playing at least once.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 6<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 7<br />
<br />
==== Review by taptap ====<br />
<br />
I resisted playing Invasion from the Unknown for a long time as I shied away from the thought of combining necromancy and elves, when I finally did I was pleasantly surprised. It is for me the most iconic campaign in UMC, redefines elvish history, sketches a cosmology for the ages after the fall. It is a campaign everyone should play at least once. With the Chaos empire and its various allies and enemies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and art, which is often on par with mainline campaigns.<br />
<br />
There are flaws, however. The hero is generic, the plot is full of holes and deus-ex-machina moments and sudden reversals for no good reason whatsoever. There are some serious gameplay issues in the second part as well. The individual scenarios / gameplay change between very good (e.g. introduction, moon valley, the final of part 1), interesting (e.g. some of the puzzles = boss fights) and broken (e.g. desert travel, the heart), and it is overall slightly heavy on not-that-challenging dungeon crawling. I do hate the sheer amount of triggered events, which discourage scouting and that is a bad thing in a wargame.<br />
<br />
The campaign would benefit tremendously from wiping out the recall list in the second part as it is done in the sequel After the Storm. Players are advised to do so voluntarily as this makes the second part much more entertaining and quite a bit more balanced.<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by bumbadadabum ====<br />
'''Description:''' (quoting Raijer) A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
==== Review by t3st3r ====<br />
'''Description''': Really large and custom campaign about two heroes who are about to become legendary half-gods. During campaings there are also several "lesser" heroes with remarkable powers and abilities as well, which makes game more interesting for sure. Right now there are 9 chapters, about 200 scenarios (10 planned as far as I know). Largest and most diverse campaign I've seen so far for BfW. And the only campaign I've replayed THREE times. Because I like overall gameplay so much that I has been willing to play it even when there was 3 or 4 chapters ready, so it has been quite incomplete. To my taste it's the most epic campaign for BfW to the date. <br />
<br />
In this campaign player could find nearly all you could expect from decent game scripting engine and seriously customized scenarios. And nearly all you've missed in original BfW campaigns and maps. Great AMLAs, much better than original BfW AMLAs are. Isn't it boring to kill 20 enemies just to get some dumb +3 hp bonus? This campaign corrects this problem: most advancements are actually useful and you can control units development path (to some degree). There are some extra LVLs for many units, this is really adding up. Sure, there could be factions balance issues if you use such settings for PvP, but it's not a problem of campaign itself and it really adds up to gameplay. There will be a number of really strong enemies of truly epic scale. Real dragons, real monsters, real freaks, real arch-enemies. All kings of dangerous things you can imagine and even more than that. Some of them require very custom approach so reading in-game messages/hints is a must. There is decent items system as well. Sure, geared warriors could handle much more than those with bare hands or simple weapons. Some items could even allow "simple" (non-hero) units to challenge some tough monsters on their own. Though many arch-enemies would be hard to kill even for main heroes without proper handling and using their weak points. To my taste, I really like this campaign. In fact it's my favorite campaign, thanks to custome AMLAs, 10 chapters, items system, strong enemies and various twists to add more fun to gameplay. Sometimes you can also use units from previous chapters, which allows you to have strong army of relatively few powerful units, which is just convenient to play. This is taken into account and those who continues from old chapters are facing much stronger resistance than those who starts chapter from scratch with "dummy" heroes and lack of geared and leveled army. There are some secrets and treasures hidden, custom events and so on. There is even some basic form of item crafting, some multi-part artefacts and so on. So players who are careful to details could have some extra/optional fun in game. This is what always distinguishes well thought maps from serious map makers and scripters. So if someone tired of standard boring BfW game mechanics, it's really worth to try this campaign out to see something new, beyond standard BFW mechanics and take some completely new look on familiar storylines.<br />
<br />
'''Summary''': This is a very long campaign, telling the story of two heroes who would follow a long path from mere mortals up to strong half-gods, capable of challenging almost any kinds of <br />
things. This is somewhat mixed into classic BfW storyline and shows it from different point of view, which isn't as simple as it looks like. First chapters show us how heroes would become some immortal and powerful beings, then they will gain more power and finally manage to become half-gods. While it's really long story, there are so many types of enemies, their abilities, new storyline twists, unexpected things and so on, that it's still remains fun to play. Even after you played many chapters already. Sure, some scenarios are lengthy and/or take too much efforts to control units or wait for AI moves. However, if campaign haves ~200 scenarios, it's hard to iron out all issues in just one shot. Yet it still impressive already, especially granted that it's still work in progress and is not yet complete. <br />
<br />
Difficulty of this campaign varies. Depending on paths you've taken, units equipent and how all this affects certain enemies, some enemies could be easier/harder than others. On normal difficulty level it should be manageable for seasoned BfW player. I would not recommend this campaign to newbies as it would teach you many funny things which will be (unfortunately!) missing in most of other BfW campaigns. Players have to understand it uses enhanced game mechanics. Maps vary wildly, ranging from standard "kill them all" scenarios to RPG and quest style maps. You can develop some really new and uncommon tactics. For example, you can use meteor spell to blow up a host of powerful enemies and then teleport away if situation permits. New abilities for new strategies are nearly countless, thanks to improved AMLAs, items system and new spells and their AMLA improvements.<br />
<br />
In this campaign you can often have "convenient" army composed of relatively few relatively powerful units with some special abilities, complementing each other. As for me, it's annoying to deal with 100 lvl 1 weaklings. I'm as human is inefficient and slow in doing so. This campaign will be far more convenient most of time. It's usually enough to have 10-20 strong units + some heroes to win scenario. <br />
<br />
Though it's noteworthy to mention that advanced items system and AMLAs are making it hard keep it perfectly balanced in all corner cases in all possible combinations, so sometimes you can face some too simple or quite hard maps, unexpectedly. However, unless there is some bug, seasoned BfW players should not have real troubles in most places. And it will feel unique each time you play it, as you will take different paths here and there. That what makes it funny to replay, trying different paths in advancements.<br />
<br />
The most daunting issue to my taste is that BfW core neither really supports items system on it's own, nor it provides any decent UI to deal with items. I think BfW authors should consider adding support for items and items management to the BfW core to make mapmakers life easier. It's not only campaign where this problem exists, there are dozen and half of campaigns sharing same issue. But as this campaign makes extensive use of items, it's where problem is getting really obvious. AI is really dumb and clueless at handling items/extended features, etc. And sometimes in-game computations could take a while, so powerful CPU could be a good idea. I can also admit that authors of various campaigns have minor mismatches in explaining the very same events from BfW world. Ideally, they mismatches have to be corrected but it requires cooperation of large number of independent people and I can understand it's somewhat troublesome to achieve. And of course there are some things to iron out as it's still work in progress. This probably applies to complaints that AI takes a long time to complete turns, etc - on some maps it's really good idea to go to preferences and set "skip AI moves" option on.<br />
<br />
'''Surroundings''': 8<br />
<br />
'''Design''': 8<br />
<br />
'''Story''': 9<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by Kpearce ====<br />
'''Campaign''' Legend of the Invincibles 3.0.1<br />
<br />
'''Review by''' Kpearce<br />
<br />
'''Review:''' I have so far played all of part 1. This is a very complicated campaign. From a coding perspective, it is quite impressive. The item system is extremely sophisticated. However, I found things buggy from time to time (playing on Wesnoth 1.11; admittedly a development release). Also, some of the controls are annoying. For instance, in the later part if you right-click a unit to change the items it is using, there is a menu item that says 'Devour.' I don't know what it's for, but if you click it accidentally your unit dies and it is not possible to undo.<br />
<br />
It takes quite a while to get the hang of the item system, but once you do it makes things much more complicated and interesting. On the whole, I like it. One complaint, though, is that it's hard to tell how formidable enemies are. It seems that some of them use items as well, and there are non-standard unit types that borrow standard graphics. Also, there are many more traits and abilities than in standard campaigns. The overall effect is that you can't tell what you're up against by looking. In some cases, certain abilities and things cause you to take damage whenever you hit the opposing unit, and I haven't figured out a way to see this in the interface.<br />
<br />
I really like the whirlwind attack, and other similar things, and the extra advances and the AMLA system.<br />
<br />
The story is interesting in places but nonsensical in others. Basically, I would say it's unpolished. The story, like the campaign as a whole, is pretty complicated. The dialogue needs copy editing.<br />
<br />
This campaign was an extremely ambitious undertaking by its author and it is probably as a result of that that the whole thing just feels not quite polished. With some cleaning up, this could be a really excellent campaign.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 2 (too big a time sink to do more than once)<br />
<br />
'''Player note:''' 8<br />
<br />
=== Only Death Behind ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' undead, skirmish, short, nice maps, good story, few units<br />
<br />
'''Description:''' (Only Death Behind, version 1.0.0) Three ghosts have made their escape from the lands of death back into the world of the living. Without material bodies, and without memories, indeed they can not even remember their own names.<br />
<br />
You play those three ghosts, your mission is to give them back human bodies and - their memories. <br />
<br />
'''Summary:''' I enjoined this campaign, because I love short campaigns with small maps and just a few units to handle.<br />
This campaign has also a brilliant story, it has beautiful maps, great ideas, and some unforeseen story changes.<br />
It is playable in just a few hours, and it is fun to play.<br />
<br />
I definitely recommend this campaign.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Return to Noelren ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' skirmish, RPG, unusual style, brilliant ideas, fun, nice maps, good story, adventure<br />
<br />
'''Description:''' (Return to Noelren, version 0.7.7) The author shows here what can be done with WML (and LUA). He shows brilliant new ideas, fantastic stuff I've never seen before in Wesnoth campaigns.<br />
The player can build bridges and boats to cross waters.<br />
There's a map with ebb and flow.<br />
Magic castles which rise suddenly from empty ground.<br />
A magic wand that transforms a strong enemy into a week creature.<br />
And many more fantastic surprises.<br />
It induces a right-click help menu that can be called every time the player stuck somewhere.<br />
<br />
<br />
'''Summary:''' This is not a usual "Kill all enemies" campaign, and if you are searching for such a campaign or for epic battles, then you better choose a different campaign. I would recommend this campaign rather to the player who wants to play a different campaign, with different ideas, and different objectives.<br />
The difficulty is easy, many scenarios here are not terminated by a turn limit, but I wouldn't call this a campaign for beginners.<br />
The objectives are clear, (and if not then you have the help menu).<br />
The campaign is fun to play, not a hard "battle after battle", it's rather like a journey.<br />
<br />
It is the unusual style, and the surprising ideas that makes this campaign so worth to play.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' goblins,skirmish,story<br />
<br />
'''Description:''' see previous review.<br />
<br />
'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
==== Review by pauline ====<br />
'''Version:''' Swamplings v1.1.7n – Wesnoth v1.10.06 – Single Player – Level Medium<br />
<br />
'''Tags:''' A turbulent time of wonderful BfW-inventions: wolfriding, humor and elaborate speech<br />
<br />
'''Review:''' see previous reviews: A modest, enjoyable campaign ? Honest, no more ?<br />
<br />
Swamplings = A clever plot full of twists, the thrill of exciting adventures, a mix of amazingly creative events, difficult battles that rely on real good strategy, many new characters, impressing maps with great attention to detail, entertaining ideas of a "Goblin of Chaos" ...<br />
<br />
I truly enjoyed this unpredictable story that remains interesting and fun through the whole campaign, full of original surprises that left me speechless. I am very fond of its engaging heroes, always on the verge of an unwanted battle, cracking unique jokes while smartly dealing with the big folks by providing an advancement of quite epic importance to BfW. Straight to the point:<br />
<br />
What else does it need for a campaign to be more gratifying ?<br />
<br />
OK, it isn't suited for players who prefer fierce wiping the floor-fights and instant victory without the "tedious" task of planing non-conventional tactics. And definitely not for those who consider the unexpected rather a so called "tomato surprise" than a dynamic situation. I can´t see how one can have more fun if all becomes as expected and everything goes according known circumstances.<br />
<br />
I recommend "Swamplings" to anyone interested in appealing, unusual aspects among the great variety of BfW-campaigns.<br />
<br />
'''Surroundings:''' 9 - e.g.: I find the cutscenes and board images very nice.<br />
<br />
'''Design:''' 9 - The quality of each scenario increases with new, masterfully done units and object designs.<br />
<br />
'''Story:''' 10 - Imo, justly considered one of the campaign's greatest strengths.<br />
<br />
'''Fun:''' 10 - due to hilarious dialogs and a great number of very comic events<br />
<br />
'''Replay value:''' 9 - Mastering the sheer feasibility of the first "only Goblin-"-battles and the possibility of a different approach to most scenarios challenged me already to play through it several times.<br />
<br />
'''Player note:''' 8 - My only real complaint: I'd love to see a couple more scenarios !<br />
<br />
'''Link to review''' I´ld like to point out: I´m not a very experienced player, neither do I think this campaign flawless.<br />
<br />
While playing I posted personal thoughts in the feedback thread, hoping my amateurish perspective might help to even improve the already high quality (and satisfy some selfish wishes, too). http://forums.wesnoth.org/viewtopic.php?f=8&t=29784&start=285#p557218 <br />
<br />
=== The Swamp Witch's Curse ===<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
=== The Founding of Borstep ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' Orcs, expert level, skirmish, unusual style, brilliant ideas, fun, story<br />
<br />
'''Description:''' (The Founding of Borstep, version 1.1.1c) This is one of the few campaigns available were the author has chosen an orc as protagonist. The enemies are other orcs, humans and mostly elves. In the first scenario you have to defeat your rivals to become leader of your tribe. In the following scenarios you fight your way through saurians, elves, humans, orcs, more elves, trolls, different monsters to fight the final Battle of Borstep against drakes.<br />
<br />
<br />
'''Summary:''' First, this campaigns difficulty is HARD and I would only recommend it for very good player, it is very difficult to play even on difficulty EASY. You play on mostly nice maps, and there are some scenarios where you have to reach unusual goals. The author shows some brilliant, unusual ideas. <br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player note:''' 8<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
== Feedback Thread ==<br />
If you have criticisms, ideas and suggestions then please post it in the feedback thread.<br />
<br />
You also find a 'How to add a review' help there.<br />
<br />
And if you don't want, or don't know how to edit the wiki page, then you can post your review also here. I (Adamant14) will add it to this page then.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''<br />
<br />
<br />
[[Category:Campaigns]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Create_Art&diff=56349Create Art2015-04-25T14:17:43Z<p>Taptap: /* Sprite Art */</p>
<hr />
<div>{| style="float:right; margin-left:1em;"<br />
|__TOC__<br />
|}<br />
<br />
Graphic artists working on artwork intended for mainline Wesnoth usually meet on the [http://forums.wesnoth.org/viewforum.php?f=9 Art Contributions forum] or on the [http://forums.wesnoth.org/viewforum.php?f=18 restricted Art Development forum] ("restricted" meaning that only those users with special permissions - such as art contributors and developers - can post there). The former is a great place to post and discuss new and current mainline Wesnoth art and graphics, and the latter to see what the art development team is working on. Artists working on graphics for [[Glossary|UMC]] add-ons meet in the [http://forums.wesnoth.org/viewforum.php?f=23 Art Workshop forum].<br />
<br />
Unit and terrain art is stored in the lossless ''Portable Network Graphics'' (PNG) format. Each frame of a unit animation, and each variation of a terrain is stored as a separate .png file in ''data/core/images'' under the [[EditingWesnoth#Where_is_my_game_data_directory.3F|main data directory]] of the game, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is). When creating your own images, you can test them without overwriting any game data by putting them in your [[EditingWesnoth#Where_is_my_user_data_directory.3F|user data directory]]. The game also supports JPEG images, although these are better suited for story art.<br />
<br />
To edit these graphics, you'll need some program capable of creating PNG's - some of the programs in the following list are free, open-source software, and will do the job nicely: [[Art Programs]]<br />
<br />
If you need some inspiration, we have a (no longer maintained) [[GraphicLibrary|Graphics Library]] which collects art posted on the forum. You can use this for ideas, and as a scrap heap for different parts of unit images (a technique described [[Give Your Hero A Personality|here]]).<br />
<br />
== Art Tutorials ==<br />
<br />
These are a work-in-progress, and describe both how to make art fit into Wesnoth's style, as well as giving some considerable tips on drawing in general. Especially useful is the [[External Tutorials]] page which lists a large number of art tutorials available on the web.<br />
<br />
<br />
=== General Art and Computer Graphics ===<br />
* [[Using the Levels Adjustment]] - How to make scanned pencil drawings ''not'' look washed out.<br />
* [[Extending dynamic range]] - The Grooviest (so far) tutorial about extending the dynamic range of images and how this technique can be used to make better scans of pencil drawings.<br />
* [[Scanning with camera]] - How to transfer real-life art to computer using a digital camera instead of a scanner.<br />
* [[Art Supplies]] - What physical items you need to do larger cell-shaded art like that of Jetrel/Jormungadr/et al.<br />
* [[Inking With Pencils|Computer Inking a Sketch]] - Info from Jason Lutes on his portrait workflow.<br />
* [[Scaling Digital Images]] - How to properly resize an image on a computer.<br />
* [[How to Shade]] - An attempt at tackling a very complicated topic.<br />
* [[Cartography for Wesnoth|How to make Wesnoth-style Maps ]] - Kestenvarn's tricks of the trade.<br />
* [[Designing weapons and armour]] - Advice from zookeeper on designing realistic weapons for your characters.<br />
* [[Portrait Tutorial]] - A guide on how to draw unit/character portraits by Kitty.<br />
* [[Armour Tutorial]] A tutorial on how to shade metallic armour by LordBob.<br />
====Vector Art====<br />
Sgt. Groovy's vector workshop - Tips and tricks for drawing with Inkscape.<br />
:* [[Z-order tricks]] - A few methods for faking overlapping shapes.<br />
:* [[Variable-width strokes]] - How to make the strokes vary in width, like being drawn with a flat-tipped pen &mdash; no tablet needed!<br />
:* [[Shaped gradients with Gaussian blur]] - How to make gradients in other shapes than linear or radial.<br />
:* [[Smooth shading in vector]] - The basic vector techniques for smooth shading, employing Gaussian blur and clipping/masking.<br />
:* [[Vector Inking]] - Vector techniques, including mouse-only, for inking your sketches.<br />
:* [[Making portrait art in vector]] - A complete tutorial for making Wesnoth unit portraits in vector graphics.<br />
<br />
=== [[Terrain|Terrain Graphics]] ===<br />
<br />
The following is information specific to drawing terrain for Wesnoth. Read Frame's "Tiles Tutorial" for a good overview of how terrain graphics work.<br />
<br />
* [[Mesilliac's Essay on Terrain Perspective]] - The geometry behind the perspective used for terrain tiles in Wesnoth.<br />
* [[Tiles Tutorial]] - Frame's tutorial describing the process of making terrain tiles in Wesnoth, and how they interact with adjacent tiles.<br />
* [[How To Make Seamless Tiles]] - The tutorial is aimed at Photoshop users, but the technique is similar with GIMP.<br />
* [[Seamless Tiles Using Inkscape]] - This tutorial teaches a method for making seamless hex tiles in vector craphics (to be rendered in raster).<br />
* [[Turning Square Tiles into Hex]] - Nifty tricks for transforming square (or any rectangle) shaped seamless tiles into hexagon seamless tiles.<br />
* [[CastleTutorial|Castle Tutorial]] - A description of how Wesnoth's castle tiles work (needs updating, but useful nonetheless).<br />
* [[MultiHexTutorial|Multi-Hex Tiling Tutorial]] - A description of how multi-hex tiles work.<br />
* [[Editing Castles]] - Instructions for how to make/edit castles (and other corner-based terrains) using yobbo's GIMP script.<br />
* [[How to create textures]] - This tutorial proposes a process to create custom terrain textures from photo reference.<br />
<br />
These describe the system used to specify how terrains behave in game:<br />
* [[TerrainCodesWML]] - A list of the letters used to represent terrain types.<br />
* [[TerrainGraphicsWML]] - If you really need to get technical, start here.<br />
* [http://www.anathas.org/ayin/wesnoth/doc/terrain_graphics_wml Ayin's Terrain Graphics document] - If you really, ''really'' need to get technical, this describes the terrain graphics WML system in depth.<br />
<br />
=== Sprite Art ===<br />
The following are different tutorials about sprite work compiled by various Wesnoth sprite artists. These will give you the most specific-to-Wesnoth information about making sprites, and are well worth a read.<br />
<br />
* [[Creating Unit Art]] - A list of specifications you will need to match.<br />
* [[Give Your Hero A Personality]] - Tricks for editing existing images, including some clip art.<br />
* [[Team Color Shifting]] - How to create art that uses our new team color system.<br />
* [[TeamColoring]] - How to automatically team-color sprites to see what they look like in various colors.<br />
* [[Creating Shadows Under Units]] - How we create the shadows for the units in-game.<br />
* [[How to Anti-Alias Sprite Art]] - A means of removing the jagged edges on pixel lines.<br />
* [[Rotate Pixel Art Without Blurring]]<br />
* [http://forums.wesnoth.org/download/file.php?id=56284 Zerovirus's Spriting Workflow] - Wesnoth artist Zerovirus explains step-by-step his methodology for creating Wesnoth sprites from scratch (.png file).<br />
* [[Creating a scratch built sprite]] - An attempt to show some ways creating a sprite from scratch.<br />
* [[FrankenPacks]] - A quick and dirty way to create sprites for [[Glossary|UMC]].<br />
<br />
====Animation====<br />
:* [[Basic Animation Tutorial]] - Or "How to Animate Sprites for Dummies," covering the basic theory, and all of the mistakes to avoid.<br />
:* [[From Base Frame To Full Animation]] - A solid method of moving baseframes forward towards full animation.<br />
:* [[How to create motion blurs]] - A simple explanation on how to create attack animation weapon blurs.<br />
:* [[Making Bow Animations]] - The current standard for how we want bow animations to work.<br />
:* [[Fire Animation]] - A great guide to creating fire FX by rhyging5.<br />
<br />
=== External Tutorials ===<br />
The following page contains dozens of links to tutorials covering all manner of artwork, including sprite art. These were not made by Wesnoth artists, but should prove very useful for general instruction.<br />
<br />
* [[External Tutorials]]<br />
<br />
<br />
== See Also ==<br />
* [[Create]]<br />
* [[EditingWesnoth]]<br />
* [[GraphicLibrary]] - Old library of user contributed graphics (most should be GPL'ed)<br />
* [[Project]]<br />
<br />
[[Category:Art Tutorials]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=56343Guide to UMC Content2015-04-24T11:48:23Z<p>Taptap: /* Saving Elensefar */</p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== A Gryphon's Tale ====<br />
<br />
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''<br />
<br />
'''Author:''' Ringcaat/Dwarven_Void<br />
<br />
'''Status:''' One branch complete, most incomplete<br />
<br />
'''Length:''' 11-12 scenarios (branch dependent)<br />
<br />
'''Version:''' 0.6.12<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' RPG/minigames<br />
<br />
'''Faction/Era:''' Gryphon/Orc<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=2906&start=195&<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Incomplete<br />
<br />
'''Length:''' 38 scenarios<br />
<br />
'''Version:''' 0.3.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
==== Invasion of Eliador ====<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== Merry Christmas ====<br />
<br />
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 playable scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom<br />
<br />
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32519<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Salt Wars ====<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale from the World of Four Moons.''<br />
<br />
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Era of Four Moons, Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
<br />
==== The Devil's Flute ====<br />
<br />
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''<br />
<br />
'''Author:''' lipk<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Epic of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
'''Notes:'''<br />
<br />
----<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== Warmaster ====<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
* <b>Description:</b> An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
* <b>Author:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Maintainer:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Status:</b> Finished<br />
<br />
* <b>Faction Descriptions:</b> (Descriptions to be added later)<br />
<br />
01. Aragwaithi<br />
<br />
02. Windsong<br />
<br />
03. Human Alliance<br />
<br />
04. Orcish Union<br />
<br />
05. Southerners<br />
<br />
06. Outlaws<br />
<br />
07. Elementals<br />
<br />
08. Undead<br />
<br />
09. Drakes<br />
<br />
10. Dark Legion<br />
<br />
11. Sylvans<br />
<br />
12. Minotaurs<br />
<br />
13. Vampires<br />
<br />
* <b>Version:</b> 1.1.5.1<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
==== Era of Magic(EoMa) ====<br />
* <b>Description:</b> Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
* <b>Author:</b> Inferno8<br />
<br />
* <b>Maintainer:</b> Inferno8<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> <br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
* <b>Version:</b> 1.1.1 (February 18th, 2015)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
* <b>Description:</b> Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more than an era pack than an era.<br />
<br />
* <b>Author:</b> mnewton1, Ravana and various<br />
<br />
* <b>Maintainer:</b> Ravana<br />
<br />
* <b>Maintainer's note:</b> Next release is planned for late May, 2015<br />
<br />
* <b>Status:</b> Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
* <b>Faction Descriptions:</b> Currently There are 88 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
* <b>Version:</b> 4.12.1 (November 28th, 2014)<br />
<br />
* <b>Git:</b> [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=56342Guide to UMC Content2015-04-24T11:38:31Z<p>Taptap: /* Battle for Wesnoth 1.12.x - stable */ added fav campaign + one i plan to play</p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== A Gryphon's Tale ====<br />
<br />
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''<br />
<br />
'''Author:''' Ringcaat/Dwarven_Void<br />
<br />
'''Status:''' One branch complete, most incomplete<br />
<br />
'''Length:''' 11-12 scenarios (branch dependent)<br />
<br />
'''Version:''' 0.6.12<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' RPG/minigames<br />
<br />
'''Faction/Era:''' Gryphon/Orc<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=2906&start=195&<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Incomplete<br />
<br />
'''Length:''' 38 scenarios<br />
<br />
'''Version:''' 0.3.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
==== Invasion of Eliador ====<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== Merry Christmas ====<br />
<br />
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 playable scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom<br />
<br />
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32519<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale from the World of Four Moons.''<br />
<br />
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Era of Four Moons, Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
<br />
==== The Devil's Flute ====<br />
<br />
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''<br />
<br />
'''Author:''' lipk<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Epic of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
'''Notes:'''<br />
<br />
----<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23395<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== Warmaster ====<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
* <b>Description:</b> An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
* <b>Author:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Maintainer:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Status:</b> Finished<br />
<br />
* <b>Faction Descriptions:</b> (Descriptions to be added later)<br />
<br />
01. Aragwaithi<br />
<br />
02. Windsong<br />
<br />
03. Human Alliance<br />
<br />
04. Orcish Union<br />
<br />
05. Southerners<br />
<br />
06. Outlaws<br />
<br />
07. Elementals<br />
<br />
08. Undead<br />
<br />
09. Drakes<br />
<br />
10. Dark Legion<br />
<br />
11. Sylvans<br />
<br />
12. Minotaurs<br />
<br />
13. Vampires<br />
<br />
* <b>Version:</b> 1.1.5.1<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
==== Era of Magic(EoMa) ====<br />
* <b>Description:</b> Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
* <b>Author:</b> Inferno8<br />
<br />
* <b>Maintainer:</b> Inferno8<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> <br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
* <b>Version:</b> 1.1.1 (February 18th, 2015)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
* <b>Description:</b> Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more than an era pack than an era.<br />
<br />
* <b>Author:</b> mnewton1, Ravana and various<br />
<br />
* <b>Maintainer:</b> Ravana<br />
<br />
* <b>Maintainer's note:</b> Next release is planned for late May, 2015<br />
<br />
* <b>Status:</b> Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
* <b>Faction Descriptions:</b> Currently There are 88 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
* <b>Version:</b> 4.12.1 (November 28th, 2014)<br />
<br />
* <b>Git:</b> [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&diff=56341TheRiseOfWesnoth2015-04-24T10:49:59Z<p>Taptap: /* Rise of Wesnoth */</p>
<hr />
<div>== Strategy Guide for The Rise of Wesnoth Campaign ==<br />
<br />
===Campaign strategy===<br />
<br />
Over the course of this campaign, you will need to level up to some:<br />
<br />
* Healers: White Mages/Mages of Light (at least four)<br />
* Undead killers: Paladins (two)<br />
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)<br />
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights<br />
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr <br />
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)<br />
<br />
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!<br />
<br />
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.<br />
<br />
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.<br />
<br />
Due to many undead opponents, you will want to recruit many Thugs at times, and get a few (the quick ones, since you need them underground) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.<br />
<br />
Here are some recommended units to have obtained by specific scenarios:<br />
<br />
2. The Fall - 1 Knight<br><br />
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops<br><br />
4a. The Midlands - avoid, go to The Swamp of Eden instead<br><br />
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers<br><br />
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits<br><br />
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers<br><br />
12. A Final Spring - 1-2 Silver Mages<br><br />
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''<br><br />
17a. The Dragon - up to 4 White Mages / Mages of Light<br><br />
17d. Cursed Island - 1 Paladin<br><br />
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)<br><br />
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable<br><br />
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light<br />
<br />
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some "uber-units". An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.<br />
<br />
==Scenarios==<br />
===A Summer Of Storms ===<br />
<br />
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.<br />
<br />
Recruitment...<br />
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.<br />
# Then, you should probably hire Bowmen and more Spearmen. Whatever Bowmen you can get advanced will be useful later on for fighting the many trolls, grunts, and riders you will encounter. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better. Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.<br />
<br />
Strategy...<br />
* Players have used at least three strategies with success...<br />
# The "over the bridge" strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the "over-the-bridge" road, and when the Prince and final troops have just about caught up, march on the enemy camp.<br />
# The "hide in the swamp" strategy: Proceed much like the above, but send the king with 3 Horsemen to capture the nearest houses, then retreat into the swamp area until you have your lawful bonus to kill off troops during the day. To hold them back, you can use a Spearman and a Mage (to level him.)<br />
# "Sandbagging" strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. <br />
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.<br />
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.<br />
<br />
===The Fall===<br />
<br />
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.<br />
<br />
Recruitment...<br />
* Recall or recruit Spearmen and Bowmen to man the lines.<br />
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.<br />
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.<br />
<br />
Strategy...<br />
* There are three basic approaches to take out the outlaw leader...<br />
# "Brute force" strategy: You can march west with a large army and use part of it to hold northwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience and can bring a quick victory.<br />
# "Assassination over the bridge" strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.<br />
# "Assassination via the mountain pass" strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.<br />
* On the hardest difficulty level, you may be forced to assassinate.<br />
<br />
Hints...<br />
<br />
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.<br />
<br />
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.<br />
<br />
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.<br />
<br />
===A Harrowing Escape===<br />
<br />
This scenario is much easier on lower difficulty levels, calling for different strategies.<br />
<br />
On easy/medium...<br />
* Recruitment: You should recruit/recall at least one, possibly two Mages here, and use them for killing Goblin Spearmen and finishing off injured Wolf Riders in the hills & mountains bordering the valley. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.<br />
<br />
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.<br />
<br />
On hard...<br />
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) <i>tout de suite</i>, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.<br />
<br />
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.<br />
<br />
Hints...<br />
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.<br />
<br />
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability "distract", which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.<br />
<br />
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.<br />
<br />
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to "kill" Lady Outlaw in the previous scenario so you get her gold.<br />
<br />
Spoilers...<br />
<br />
* There is Dwarf Steelclad in the village at 8,5. It's not far from your camp, so send Lady Outlaw there. Dwarf joins you because "It has been a long time since he felt the satisfying crunch of Orcs under his Axe."<br />
<br />
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.<br />
<br />
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.<br />
<br />
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.<br />
<br />
===Diverging Campaign Path===<br />
====The Midlands====<br />
<br />
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. <br />
<br />
Recruitment...<br />
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.<br />
* Recall any White Mages you have. You'll need them.<br />
* Bowmen are good for the wolf units you will be facing.<br />
* The rest depends on your strategy.<br />
<br />
Strategy...<br />
* The "Fast Assault" option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.<br />
* The "Dark Assault" option: use Footpads. If you chose to work with the the outlaws in the last round, then this works well. Footpads are cheap. And they are fast. And they have good defensive abilities. Plus they fight well in the dark and in the forest. So recruit lots of Footpads-pawns and quickly dispatch them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc. For the time being, leave the middle enemy alone. To the upper west, send several Footpads into the forest and capture the village and set up a defensive line. This cuts down the enemy's gold and increases yours. Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages. While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him. The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.<br />
<br />
====The Swamp Of Esten====<br />
<br />
This scenario is not hard if you are conservative and don't send important units off alone.<br />
<br />
Recruitment...<br />
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.<br />
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)<br />
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.<br />
<br />
Strategy...<br />
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.<br />
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.<br />
<br />
Spoiler...<br />
<br />
* Searching the temples is a good idea. Some have gold. There is a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep ASAP, and if not there, try rushing a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, so keep extra troops nearby when you enter one.<br />
<br />
===The Oldwood===<br />
<br />
The main challenge in this scenario is keeping your ally alive.<br />
<br />
Recruitment...<br />
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.<br />
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.<br />
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.<br />
<br />
Strategy...<br />
* Your forces will have three main combat arenas: the northeast, the south, and the middle.<br />
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.<br />
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.<br />
<br />
Tips...<br />
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.<br />
<br />
Spoilers...<br />
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.<br />
<br />
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (>50).<br />
<br />
===Temple in the Deep===<br />
<br />
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.<br />
<br />
Recruitment...<br />
<br />
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.<br />
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast "tank" and someone to grab the holy water.<br />
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (>50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.<br />
# Third round (optional), you can add a unit or two for a safety margin.<br />
<br />
Strategy...<br />
<br />
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. <br />
# Once the flow of baddies as tapered off, gradually progress northwards. Once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating, so try to attack him with melee units. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.<br />
<br />
Hints...<br />
<br />
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.<br />
<br />
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.<br />
<br />
Spoilers...<br />
<br />
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.<br />
<br />
===Return to Oldwood===<br />
<br />
Plot only.<br />
<br />
===Clearwater Port===<br />
<br />
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.<br />
<br />
Recruitment...<br />
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.<br />
# Recruit slowly at start to stretch your gold with initial income.<br />
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. <br />
<br />
Strategy...<br />
# Your ally does not need his villages.<br />
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.<br />
# Use illumination and leadership to maximum effect.<br />
# Soften opponents with your loyal veterans, feed kills to recruits.<br />
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.<br />
<br />
Finish...<br />
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.<br />
<br />
===Fallen Lich Point===<br />
<br />
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.<br />
<br />
Recruitment...<br />
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.<br />
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.<br />
* You automatically should have your loyal Knight. Because of the mountains around "lichland" and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.<br />
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.<br />
* Footpads will help with village flagging.<br />
<br />
Strategy... <br />
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.<br />
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.<br />
# After that, head north and walk into the sewer entrance (the "cave") or else kill the orc leaders.<br />
<br />
Hints...<br />
* It is also possible, if you recruit heavily, to split your force and head north to attack the eastern Orcs before they finish with the Yetis. However, be careful not to be attacked by a Yeti yourself.<br />
* When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit. (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)<br />
<br />
===Sewer of Southbay===<br />
<br />
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.<br />
<br />
Recruitment...<br />
* As always underground, you want non-horse units with 6+ MP.<br />
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.<br />
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:<br />
** Option 1, "Large and spammy" recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.<br />
** Option 2, "Small and elite" recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.<br />
<br />
Strategy...<br />
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.<br />
# When the initial battle has died down, you have two options:<br />
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.<br />
## Otherwise, do them one after the other, and then look for the exit.<br />
<br />
Spoilers...<br />
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units. It is best to use ranged attacks against the spider, so leveled mages are good here.<br />
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.<br />
<br />
===Southbay in Winter===<br />
<br />
Plot only.<br />
<br />
===A Final Spring===<br />
<br />
This is a large battle, and any mistake on any front can spell doom, but overall it will be fairly easy on the easier difficulty levels. On hard, it still is easy given enough gold (370 or so.)<br />
<br />
Recruitment...<br />
# On the first turn, recall a Silver Mage to teleport to the island, recruit Footpads for village snatching, recall one or more of your loyal Iron Maulers (leveled up Heavy Infantrymen from ''The Fall''), and recall one or more Knights or similar.<br />
# Second turn, continue with this theme, but it will be nightfall soon, so recall Outlaws, Bandits, Assassins, etc.<br />
# Turn three is a bit more of the same, but you need to start thinking about preserving your income and also keeping a gold reserve. You can spam some peasants to preserve cash and income.<br />
# Turn four turn is more of the same.<br />
# Turn five, you will have new recruitment options (see spoiler at walkthrough end.)<br />
<br />
Strategy is broken into three fronts...<br />
# The first front is the south land area. Do a counter-clockwise sweep. Mounted units augmented with Footpads are a good choice. Note that it will be nightfall soon after game start, so it might be wise to delay any serious mounted assault until the next day, and you can delay your recalls for this.<br />
# The second front is the walled city. Move slower units and your loyal White Mage / Mage of Light to defend here. Take your ally's villages; your ally wouldn't do much useful with the money anyway. When your units from the second front complete their sweep, you can break the remaining southern forces against the city wall in a hammer and anvil. Then your united forces can move north. On easy, you may be able to push north more quickly than that using just part of your city troops.<br />
# The third front is the two small islands. Send a Silver Mage there ASAP. (You should have a village already there, so the Silver Mage can teleport over.) Footpads/Outlaws/Fugitives, Rangers, and others will help later. Lady Jessene could be used. A quick White Mage or Mage of Light would be useful, either on the coast or on the islands. Do not use Assassins on this front. Assassins have relatively weak defense in water against Orcs and Nagas, they're very weak against blade, which is all orcs and nagas use, and their relatively slow movement in water makes backstab hard to use reliably. Overall, you need to devote more resources to this front than you might think.<br />
<br />
Also keep an eye on the peninsula north of your keep. Wolf Riders and others might mount an amphibious assault in an effort to flank your troops. On the easier difficulty levels, you may wish to beat the punch and quickly establish a bridgehead on the other side of the bay.<br />
<br />
Hints...<br />
* You should have lots of high-level units now, so concentrate on recruiting new ones and levelling them up to fill needs.<br />
* Peasants are useful as placeholders for villages and distractions for the enemy.<br />
<br />
Spoilers...<br />
* On turn 4, a gang of nasty undead show up in the east. So, for your city taskforce, you'll want to recruit/recall units with impact and arcane attacks. Note that if undead capture villages, they will be flagged with the Orc island boss' black flag! This can result in an overwhelming number of Nagas, and it's one reason that you must devote a lot of resources to the island campaign. Re-flag any black flag villages quickly.<br />
* On turn 5, a gang of nasty Mermen show up in the west. Fortunately, they are on your side. You can now recruit Mermen. This is the real reason to keep a gold reserve until this time.<br />
<br />
===Peoples in Decline===<br />
<br />
This is a potentially bloody scenario versus Drakes. Proper recruitment is more important than good strategy here, as you will have little opportunity to maneuver.<br />
<br />
Recruitment...<br />
* First, recall any loyal Mermen in your roster. Your loyal Iron Maulers might prefer to sit this one out.<br />
* Drakes are vulnerable to pierce attacks, so spam cheap pierce attack units. In addition to Peasants, there are Poachers, Bowmen, Spearmen, Merman Fighters, and Merman Hunters. Poachers are key here, due to the swampy terrain and their chaotic alignment.<br />
* However, it helps to recall some leveled units early on, to prevent your line from crumbling. Javelineers and Trappers are good, since they have both ranged and melee attacks.<br />
* You will need a total of 2 or 3 White Mages / Mages of Light.<br />
* On your last turn of recruitment when you have about 80 gold, recall some advanced units if need be, like Master Bowmen and Rangers.<br />
<br />
Strategy...<br />
* Since you will have a lot of level 1 and 0 units, make sure to use the leadership of Prince Haldric and Lady Jessene.<br />
* Look for opportunities to heal via leveling up.<br />
* Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night.<br />
* Take advantage of the mountains for defense.<br />
* Be careful with your loyals.<br />
* Because most Drakes have powerful ranged attacks, melee-only units should hide behind the lines until they attack, preferably at night (with a Mage of Light supplying illumination.)<br />
<br />
Spoiler...<br />
* Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the Drakes first, since a Sea Serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman Fighter. Movement over land is important for Mermen in the campaign as a whole. If the Merman Fighter to whom you give the storm trident has the Quick attribute, you can make him a Hoplite when he gets to level 3. Otherwise, make him a Triton, because movement over land is important for Mermen in this campaign as a whole.<br />
<br />
===Rough Landing===<br />
<br />
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.<br />
<br />
Recruitment...<br />
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.<br />
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.<br />
<br />
Strategy...<br />
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.<br />
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.<br />
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.<br />
<br />
Hints/Spoilers...<br />
* Try to level up the mermen; they can be useful in another scenario later.<br />
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.<br />
<br />
===A New Land===<br />
<br />
This is a non-scenario. The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end.<br />
<br />
Recruitment...<br />
* None necessary.<br />
<br />
Strategy...<br />
* The optimal strategy for gold carryover is to grab the three closest villages, then retreat to your keep and wait. Once one attack occurs, the non-scenario will be over.<br />
<br />
Spoiler...<br />
* One thing to keep in mind is that this the last chance you have to grab some more Mermen as their king leaves. They are quite helpful in a later scenario so grabbing a few extra here cannot hurt if you can spare the gold.<br />
<br />
===The Ka'lian===<br />
<br />
Story, with your choice of four battles next. You have to beat them all in whatever order. The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).<br />
<br />
===Diverging Campaign Path===<br />
<br />
All four scenarios have to be beaten, but in whatever order you choose.<br />
====The Dragon====<br />
<br />
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.<br />
<br />
Recruitment...<br />
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.<br />
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.<br />
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.<br />
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.<br />
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.<br />
* A Merman or two will help with water hexes. An Entangler's slow ability will help tame the dragon.<br />
<br />
Strategy...<br />
* Players have used many different strategies with success:<br />
** "Hedgehog" strategy: Fighting Saurians requires a disciplined formation. If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3. You can use a "healing hedgehog" of ten troops--two white mages next to each other and eight troops completely encircling them. If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go. If you're trying for the big bonus, you'll need two hedgehogs. Try to keep reserves back a bit in cities. If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too. Once the main wave of Saurians is broken, you can string non-wounded troops out a bit in the rush for the leaders. <br />
** "Triangular Hedgehog" strategy: Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. You can fix this by creating a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position. In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. <br />
** "Giant Hedgehog" strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.<br />
** "Standard Line" strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.<br />
** "Wake the Dragon" strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.<br />
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. However, on the hardest difficulty setting the turn limit (33 turns) is insufficient for you to plow through the vast hordes of level 0 spam to get to the leaders, so it's best to simply end the scenario after killing the dragon.<br />
<br />
Spoilers...<br />
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.<br />
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.<br />
<br />
====Lizard Beach====<br />
<br />
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.<br />
<br />
Recruiting...<br />
* Mermen are helpful for the swamp and water areas.<br />
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.<br />
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.<br />
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.<br />
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.<br />
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.<br />
<br />
Strategy...<br />
* General strategy: as Saurians have skirmishers and a lot of movement, be sure to protect your wounded units well. Because of the Saurians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line straight so only two can mob one guy. Hedgehog tactic also seems to work well.<br />
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:<br />
# "Mermen in center" strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. <br />
# "Mermen on flank" strategy: Recall several decent land melee units & then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then let the Saurians break on it. Once their first wave has broken, the rest of their troops come in drips and are no problem, so now you can split up and wipe out the stragglers and claim villages; any L2 units you start with should level up. After you defeat the main force from the south send just one or two guys north to capture towns so your Silver Mages can teleport into the fray. <br />
# "Mermen feint" strategy: Recall most of your Mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy undisturbed. Beware, though as your mermen will encounter the Saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way.<br />
# "No Mermen" strategy: On your first two turns recall two keeps of strong, fast veterans like mounted units (not Paladins though; they're pretty ineffective against saurians), Outlaws/Assassins, and Silver Magi along with some other veterans, preferably with a lot of HP: if all goes well (at least on easy and medium) that may be all you need. Dash them across the swamp directly west of your keep, south of the sands, and form a line with strong units at the ends. They'll flank you, but you're stronger than them and you can use your slower units to crush the flanking saurians in a hammer and anvil. The first wave of southern Saurians should get itself killed before the northern Saurians arrive in force. Once the northern Saurians arrive, take them out with your slower units while your quicker ones go for the southern leader.<br />
# "Sacrificial lamb" strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground. Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.<br />
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with Silver Mages, Mermen, and anyone who's close enough to be a help. If you don't want to lose any of your better units, patience may be the key.<br />
<br />
Spoilers...<br />
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.<br />
* Killing one leader gives more gold to the other, so when you've defeated pretty much all the southern leader's forces, just plant a level 3 or two in his keep and leave him alive; kill them both in the same turn.<br />
<br />
====The Troll Hole====<br />
<br />
This is a scenario that you cannot win by brute force, because the trolls have more brute force than you. Wise recruitment and strategy are necessary.<br />
<br />
Recruitment...<br />
* It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Mages of Light are especially nice, because they are tough enough to survive an attack from most trolls, while simultaneously reducing the damage sustained (due to illumination blinding the trolls.) Level 1 Mages can be used to good effect too, especially if quick. If only attacked by a single Troll Whelp, a healthy level 1 Mage will survive.<br />
* In addition to mages, your chaotic units can be helpful here again, especially against the occasional Rocklobber, which you will not want to attack with mages.<br />
* Be careful if you recall your loyal Iron Maulers (leveled up Heavy Infantrymen from ''the Fall''). In particular, the fearless one probably cannot take four hits from a Troll, like if it fails to kill a Troll and then the Troll attacks.<br />
* A couple of Mermen can help in the first few turns.<br />
* If you're low on gold, recruit some Peasants and feed them XP to fatten them into Bowmen.<br />
<br />
Strategy...<br />
* There are 4 castles, and two of them (randomly placed) are the troll leaders you need to kill.<br />
* You can make your initial stand either on the island or on the other side of the bridges.<br />
* Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems to be empty caves - they will all die, probably by the fangs of a Giant Spider.<br />
* When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.<br />
* Alternative: This could be a good choice if you have low gold: recall 2 quick red mages, and 3 quick tough melee units (say 2 royal guards & a L3 chaotic unit like a Fugitive). Play expedition style: abandon the start island, stay fairly close together, with your troops roughly divided in two between those moving forward and those fighting rearguard. Provided you knock out one troll leader early, the rest is manageable, just work your way carefully over to the other.<br />
<br />
====Cursed Isle====<br />
<br />
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.<br />
<br />
Recruitment...<br />
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.<br />
* Recall your loyal Merman Triton or similar and have him pick up the holy water.<br />
<br />
Strategy...<br />
* This can be the first or last quest you choose. If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. <br />
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.<br />
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.<br />
<br />
Spoiler...<br />
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.<br />
<br />
===A Spy In The Woods===<br />
<br />
Plot only.<br />
<br />
===The Vanguard===<br />
<br />
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.<br />
<br />
Recruitment...<br />
* Recruit a lot of units; you will need them.<br />
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.<br />
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.<br />
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.<br />
<br />
Strategy...<br />
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.<br />
# A "Sitzkrieg" may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.<br />
# Don't forget the chest of gold, which you can see even in fog.<br />
<br />
Spoilers...<br />
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.<br />
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.<br />
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.<br />
<br />
===Return of the Fleet===<br />
<br />
Welcome to the "kitchen sink" defense. You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you. The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.<br />
<br />
Recruitment...<br />
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.<br />
* On medium, don't recruit too much for fighting the undead - 2 Paladins at most, 1 or 2 Thugs, the stormy Merman, and the nearest Mage working with your land force are sufficient - the undead commander only gets 5-6 L2 recruits and they come ashore scattered (on medium, anyway). Paladins are so effective against undead that you can wade into the water after them. Just remember, Paladins can't go into deep water and undead can.<br />
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.<br />
<br />
Strategy...<br />
# Move the Mermen (including the storm trident) as quickly as possible pretty much straight to the West. (There is a village and swamp hex that can aid your travel if you pick the best route). Move these guys up the West side once they get there to get to the Undead Leader as quickly as possible.<br />
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.<br />
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded. So, while you're still able to see, note the troop dispositions (especially Chocobones.)<br />
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.<br />
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead. You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it. You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.<br />
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.<br />
<br />
Spoilers...<br />
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.<br />
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. Assuming you're sending a strike force through the water to knock out the undead commander, you really don't want to trigger these until that force is on the island - the storm trident Merman is the only thing that can stand up to them in water, and they will avoid him to attack more vulnerable units.<br />
* Once you kill one enemy leader, the other gets more gold & recruits a new wave of L2s. This can be useful if you need the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.<br />
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.<br />
<br />
===Rise of Wesnoth===<br />
<br />
It's the final battle: be patient, recall everybody - the early finish bonus doesn't mean anything. Also, loyal units are no better than other units after your recruitment is finished.<br />
<br />
Recruitment...<br />
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.<br />
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.<br />
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.<br />
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.<br />
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.<br />
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.<br />
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.<br />
* Some Mermen might be useful here, but surprisingly, they're not really necessary.<br />
* On 1.9.3 and earlier, you can recruit saurians. This was a bug, so ignore the option.<br />
<br />
Strategy...<br />
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.<br />
* With your mounted units, race forwards by day and backwards by night.<br />
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.<br />
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. <br />
* Maintain awareness of the overall battlefield.<br />
* Kill all but one of the orc leaders (not all!).<br />
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.<br />
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army. Congratulations! Enjoy the ending!<br />
<br />
Spoilers...<br />
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.<br />
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)<br />
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively. The lich also will receive some gold once you kill his Familiar.<br />
<br />
== See Also ==<br />
<br />
* [[MainlineCampaigns]]<br />
<br />
[[Category:Campaigns - The Rise of Wesnoth]]<br />
[[Category:Campaigns - Walkthroughs]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&diff=56304TheRiseOfWesnoth2015-04-21T22:02:14Z<p>Taptap: /* Clearwater Port */</p>
<hr />
<div>== Strategy Guide for The Rise of Wesnoth Campaign ==<br />
<br />
===Campaign strategy===<br />
<br />
Over the course of this campaign, you will need to level up to some:<br />
<br />
* Healers: White Mages/Mages of Light (at least four)<br />
* Undead killers: Paladins (two)<br />
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)<br />
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights<br />
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr <br />
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)<br />
<br />
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!<br />
<br />
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.<br />
<br />
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.<br />
<br />
Due to many undead opponents, you will want to recruit many Thugs at times, and get a few (the quick ones, since you need them underground) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.<br />
<br />
Here are some recommended units to have obtained by specific scenarios:<br />
<br />
2. The Fall - 1 Knight<br><br />
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops<br><br />
4a. The Midlands - avoid, go to The Swamp of Eden instead<br><br />
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers<br><br />
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits<br><br />
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers<br><br />
12. A Final Spring - 1-2 Silver Mages<br><br />
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''<br><br />
17a. The Dragon - up to 4 White Mages / Mages of Light<br><br />
17d. Cursed Island - 1 Paladin<br><br />
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)<br><br />
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable<br><br />
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light<br />
<br />
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some "uber-units". An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.<br />
<br />
==Scenarios==<br />
===A Summer Of Storms ===<br />
<br />
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.<br />
<br />
Recruitment...<br />
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.<br />
# Then, you should probably hire Bowmen and more Spearmen. Whatever Bowmen you can get advanced will be useful later on for fighting the many trolls, grunts, and riders you will encounter. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better. Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.<br />
<br />
Strategy...<br />
* Players have used at least three strategies with success...<br />
# The "over the bridge" strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the "over-the-bridge" road, and when the Prince and final troops have just about caught up, march on the enemy camp.<br />
# The "hide in the swamp" strategy: Proceed much like the above, but send the king with 3 Horsemen to capture the nearest houses, then retreat into the swamp area until you have your lawful bonus to kill off troops during the day. To hold them back, you can use a Spearman and a Mage (to level him.)<br />
# "Sandbagging" strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. <br />
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.<br />
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.<br />
<br />
===The Fall===<br />
<br />
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.<br />
<br />
Recruitment...<br />
* Recall or recruit Spearmen and Bowmen to man the lines.<br />
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.<br />
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.<br />
<br />
Strategy...<br />
* There are three basic approaches to take out the outlaw leader...<br />
# "Brute force" strategy: You can march west with a large army and use part of it to hold northwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience and can bring a quick victory.<br />
# "Assassination over the bridge" strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.<br />
# "Assassination via the mountain pass" strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.<br />
* On the hardest difficulty level, you may be forced to assassinate.<br />
<br />
Hints...<br />
<br />
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.<br />
<br />
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.<br />
<br />
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.<br />
<br />
===A Harrowing Escape===<br />
<br />
This scenario is much easier on lower difficulty levels, calling for different strategies.<br />
<br />
On easy/medium...<br />
* Recruitment: You should recruit/recall at least one, possibly two Mages here, and use them for killing Goblin Spearmen and finishing off injured Wolf Riders in the hills & mountains bordering the valley. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.<br />
<br />
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.<br />
<br />
On hard...<br />
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) <i>tout de suite</i>, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.<br />
<br />
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.<br />
<br />
Hints...<br />
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.<br />
<br />
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability "distract", which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.<br />
<br />
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.<br />
<br />
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to "kill" Lady Outlaw in the previous scenario so you get her gold.<br />
<br />
Spoilers...<br />
<br />
* There is Dwarf Steelclad in the village at 8,5. It's not far from your camp, so send Lady Outlaw there. Dwarf joins you because "It has been a long time since he felt the satisfying crunch of Orcs under his Axe."<br />
<br />
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.<br />
<br />
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.<br />
<br />
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.<br />
<br />
===Diverging Campaign Path===<br />
====The Midlands====<br />
<br />
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. <br />
<br />
Recruitment...<br />
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.<br />
* Recall any White Mages you have. You'll need them.<br />
* Bowmen are good for the wolf units you will be facing.<br />
* The rest depends on your strategy.<br />
<br />
Strategy...<br />
* The "Fast Assault" option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.<br />
* The "Dark Assault" option: use Footpads. If you chose to work with the the outlaws in the last round, then this works well. Footpads are cheap. And they are fast. And they have good defensive abilities. Plus they fight well in the dark and in the forest. So recruit lots of Footpads-pawns and quickly dispatch them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc. For the time being, leave the middle enemy alone. To the upper west, send several Footpads into the forest and capture the village and set up a defensive line. This cuts down the enemy's gold and increases yours. Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages. While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him. The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.<br />
<br />
====The Swamp Of Esten====<br />
<br />
This scenario is not hard if you are conservative and don't send important units off alone.<br />
<br />
Recruitment...<br />
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.<br />
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)<br />
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.<br />
<br />
Strategy...<br />
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.<br />
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.<br />
<br />
Spoiler...<br />
<br />
* Searching the temples is a good idea. Some have gold. There is a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep ASAP, and if not there, try rushing a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, so keep extra troops nearby when you enter one.<br />
<br />
===The Oldwood===<br />
<br />
The main challenge in this scenario is keeping your ally alive.<br />
<br />
Recruitment...<br />
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.<br />
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.<br />
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.<br />
<br />
Strategy...<br />
* Your forces will have three main combat arenas: the northeast, the south, and the middle.<br />
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.<br />
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.<br />
<br />
Tips...<br />
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.<br />
<br />
Spoilers...<br />
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.<br />
<br />
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (>50).<br />
<br />
===Temple in the Deep===<br />
<br />
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.<br />
<br />
Recruitment...<br />
<br />
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.<br />
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast "tank" and someone to grab the holy water.<br />
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (>50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.<br />
# Third round (optional), you can add a unit or two for a safety margin.<br />
<br />
Strategy...<br />
<br />
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. <br />
# Once the flow of baddies as tapered off, gradually progress northwards. Once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating, so try to attack him with melee units. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.<br />
<br />
Hints...<br />
<br />
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.<br />
<br />
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.<br />
<br />
Spoilers...<br />
<br />
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.<br />
<br />
===Return to Oldwood===<br />
<br />
Plot only.<br />
<br />
===Clearwater Port===<br />
<br />
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.<br />
<br />
Recruitment...<br />
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.<br />
# Recruit slowly at start to stretch your gold with initial income.<br />
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. <br />
<br />
Strategy...<br />
# Your ally does not need his villages.<br />
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.<br />
# Use illumination and leadership to maximum effect.<br />
# Soften opponents with your loyal veterans, feed kills to recruits.<br />
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.<br />
<br />
Finish...<br />
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.<br />
<br />
===Fallen Lich Point===<br />
<br />
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.<br />
<br />
Recruitment...<br />
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.<br />
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.<br />
* You automatically should have your loyal Knight. Because of the mountains around "lichland" and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.<br />
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.<br />
* Footpads will help with village flagging.<br />
<br />
Strategy... <br />
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.<br />
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.<br />
# After that, head north and walk into the sewer entrance (the "cave") or else kill the orc leaders.<br />
<br />
Hints...<br />
* It is also possible, if you recruit heavily, to split your force and head north to attack the eastern Orcs before they finish with the Yetis. However, be careful not to be attacked by a Yeti yourself.<br />
* When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit. (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)<br />
<br />
===Sewer of Southbay===<br />
<br />
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.<br />
<br />
Recruitment...<br />
* As always underground, you want non-horse units with 6+ MP.<br />
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.<br />
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:<br />
** Option 1, "Large and spammy" recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.<br />
** Option 2, "Small and elite" recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.<br />
<br />
Strategy...<br />
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.<br />
# When the initial battle has died down, you have two options:<br />
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.<br />
## Otherwise, do them one after the other, and then look for the exit.<br />
<br />
Spoilers...<br />
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units. It is best to use ranged attacks against the spider, so leveled mages are good here.<br />
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.<br />
<br />
===Southbay in Winter===<br />
<br />
Plot only.<br />
<br />
===A Final Spring===<br />
<br />
This is a large battle, and any mistake on any front can spell doom, but overall it will be fairly easy on the easier difficulty levels. On hard, it still is easy given enough gold (370 or so.)<br />
<br />
Recruitment...<br />
# On the first turn, recall a Silver Mage to teleport to the island, recruit Footpads for village snatching, recall one or more of your loyal Iron Maulers (leveled up Heavy Infantrymen from ''The Fall''), and recall one or more Knights or similar.<br />
# Second turn, continue with this theme, but it will be nightfall soon, so recall Outlaws, Bandits, Assassins, etc.<br />
# Turn three is a bit more of the same, but you need to start thinking about preserving your income and also keeping a gold reserve. You can spam some peasants to preserve cash and income.<br />
# Turn four turn is more of the same.<br />
# Turn five, you will have new recruitment options (see spoiler at walkthrough end.)<br />
<br />
Strategy is broken into three fronts...<br />
# The first front is the south land area. Do a counter-clockwise sweep. Mounted units augmented with Footpads are a good choice. Note that it will be nightfall soon after game start, so it might be wise to delay any serious mounted assault until the next day, and you can delay your recalls for this.<br />
# The second front is the walled city. Move slower units and your loyal White Mage / Mage of Light to defend here. Take your ally's villages; your ally wouldn't do much useful with the money anyway. When your units from the second front complete their sweep, you can break the remaining southern forces against the city wall in a hammer and anvil. Then your united forces can move north. On easy, you may be able to push north more quickly than that using just part of your city troops.<br />
# The third front is the two small islands. Send a Silver Mage there ASAP. (You should have a village already there, so the Silver Mage can teleport over.) Footpads/Outlaws/Fugitives, Rangers, and others will help later. Lady Jessene could be used. A quick White Mage or Mage of Light would be useful, either on the coast or on the islands. Do not use Assassins on this front. Assassins have relatively weak defense in water against Orcs and Nagas, they're very weak against blade, which is all orcs and nagas use, and their relatively slow movement in water makes backstab hard to use reliably. Overall, you need to devote more resources to this front than you might think.<br />
<br />
Also keep an eye on the peninsula north of your keep. Wolf Riders and others might mount an amphibious assault in an effort to flank your troops. On the easier difficulty levels, you may wish to beat the punch and quickly establish a bridgehead on the other side of the bay.<br />
<br />
Hints...<br />
* You should have lots of high-level units now, so concentrate on recruiting new ones and levelling them up to fill needs.<br />
* Peasants are useful as placeholders for villages and distractions for the enemy.<br />
<br />
Spoilers...<br />
* On turn 4, a gang of nasty undead show up in the east. So, for your city taskforce, you'll want to recruit/recall units with impact and arcane attacks. Note that if undead capture villages, they will be flagged with the Orc island boss' black flag! This can result in an overwhelming number of Nagas, and it's one reason that you must devote a lot of resources to the island campaign. Re-flag any black flag villages quickly.<br />
* On turn 5, a gang of nasty Mermen show up in the west. Fortunately, they are on your side. You can now recruit Mermen. This is the real reason to keep a gold reserve until this time.<br />
<br />
===Peoples in Decline===<br />
<br />
This is a potentially bloody scenario versus Drakes. Proper recruitment is more important than good strategy here, as you will have little opportunity to maneuver.<br />
<br />
Recruitment...<br />
* First, recall any loyal Mermen in your roster. Your loyal Iron Maulers might prefer to sit this one out.<br />
* Drakes are vulnerable to pierce attacks, so spam cheap pierce attack units. In addition to Peasants, there are Poachers, Bowmen, Spearmen, Merman Fighters, and Merman Hunters. Poachers are key here, due to the swampy terrain and their chaotic alignment.<br />
* However, it helps to recall some leveled units early on, to prevent your line from crumbling. Javelineers and Trappers are good, since they have both ranged and melee attacks.<br />
* You will need a total of 2 or 3 White Mages / Mages of Light.<br />
* On your last turn of recruitment when you have about 80 gold, recall some advanced units if need be, like Master Bowmen and Rangers.<br />
<br />
Strategy...<br />
* Since you will have a lot of level 1 and 0 units, make sure to use the leadership of Prince Haldric and Lady Jessene.<br />
* Look for opportunities to heal via leveling up.<br />
* Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night.<br />
* Take advantage of the mountains for defense.<br />
* Be careful with your loyals.<br />
* Because most Drakes have powerful ranged attacks, melee-only units should hide behind the lines until they attack, preferably at night (with a Mage of Light supplying illumination.)<br />
<br />
Spoiler...<br />
* Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the Drakes first, since a Sea Serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman Fighter. Movement over land is important for Mermen in the campaign as a whole. If the Merman Fighter to whom you give the storm trident has the Quick attribute, you can make him a Hoplite when he gets to level 3. Otherwise, make him a Triton, because movement over land is important for Mermen in this campaign as a whole.<br />
<br />
===Rough Landing===<br />
<br />
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.<br />
<br />
Recruitment...<br />
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.<br />
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.<br />
<br />
Strategy...<br />
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.<br />
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.<br />
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.<br />
<br />
Hints/Spoilers...<br />
* Try to level up the mermen; they can be useful in another scenario later.<br />
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.<br />
<br />
===A New Land===<br />
<br />
This is a non-scenario. The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end.<br />
<br />
Recruitment...<br />
* None necessary.<br />
<br />
Strategy...<br />
* The optimal strategy for gold carryover is to grab the three closest villages, then retreat to your keep and wait. Once one attack occurs, the non-scenario will be over.<br />
<br />
Spoiler...<br />
* One thing to keep in mind is that this the last chance you have to grab some more Mermen as their king leaves. They are quite helpful in a later scenario so grabbing a few extra here cannot hurt if you can spare the gold.<br />
<br />
===The Ka'lian===<br />
<br />
Story, with your choice of four battles next. You have to beat them all in whatever order. The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).<br />
<br />
===Diverging Campaign Path===<br />
<br />
All four scenarios have to be beaten, but in whatever order you choose.<br />
====The Dragon====<br />
<br />
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.<br />
<br />
Recruitment...<br />
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.<br />
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.<br />
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.<br />
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.<br />
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.<br />
* A Merman or two will help with water hexes. An Entangler's slow ability will help tame the dragon.<br />
<br />
Strategy...<br />
* Players have used many different strategies with success:<br />
** "Hedgehog" strategy: Fighting Saurians requires a disciplined formation. If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3. You can use a "healing hedgehog" of ten troops--two white mages next to each other and eight troops completely encircling them. If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go. If you're trying for the big bonus, you'll need two hedgehogs. Try to keep reserves back a bit in cities. If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too. Once the main wave of Saurians is broken, you can string non-wounded troops out a bit in the rush for the leaders. <br />
** "Triangular Hedgehog" strategy: Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. You can fix this by creating a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position. In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. <br />
** "Giant Hedgehog" strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.<br />
** "Standard Line" strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.<br />
** "Wake the Dragon" strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.<br />
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. However, on the hardest difficulty setting the turn limit (33 turns) is insufficient for you to plow through the vast hordes of level 0 spam to get to the leaders, so it's best to simply end the scenario after killing the dragon.<br />
<br />
Spoilers...<br />
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.<br />
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.<br />
<br />
====Lizard Beach====<br />
<br />
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.<br />
<br />
Recruiting...<br />
* Mermen are helpful for the swamp and water areas.<br />
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.<br />
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.<br />
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.<br />
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.<br />
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.<br />
<br />
Strategy...<br />
* General strategy: as Saurians have skirmishers and a lot of movement, be sure to protect your wounded units well. Because of the Saurians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line straight so only two can mob one guy. Hedgehog tactic also seems to work well.<br />
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:<br />
# "Mermen in center" strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. <br />
# "Mermen on flank" strategy: Recall several decent land melee units & then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then let the Saurians break on it. Once their first wave has broken, the rest of their troops come in drips and are no problem, so now you can split up and wipe out the stragglers and claim villages; any L2 units you start with should level up. After you defeat the main force from the south send just one or two guys north to capture towns so your Silver Mages can teleport into the fray. <br />
# "Mermen feint" strategy: Recall most of your Mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy undisturbed. Beware, though as your mermen will encounter the Saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way.<br />
# "No Mermen" strategy: On your first two turns recall two keeps of strong, fast veterans like mounted units (not Paladins though; they're pretty ineffective against saurians), Outlaws/Assassins, and Silver Magi along with some other veterans, preferably with a lot of HP: if all goes well (at least on easy and medium) that may be all you need. Dash them across the swamp directly west of your keep, south of the sands, and form a line with strong units at the ends. They'll flank you, but you're stronger than them and you can use your slower units to crush the flanking saurians in a hammer and anvil. The first wave of southern Saurians should get itself killed before the northern Saurians arrive in force. Once the northern Saurians arrive, take them out with your slower units while your quicker ones go for the southern leader.<br />
# "Sacrificial lamb" strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground. Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.<br />
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with Silver Mages, Mermen, and anyone who's close enough to be a help. If you don't want to lose any of your better units, patience may be the key.<br />
<br />
Spoilers...<br />
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.<br />
* Killing one leader gives more gold to the other, so when you've defeated pretty much all the southern leader's forces, just plant a level 3 or two in his keep and leave him alive; kill them both in the same turn.<br />
<br />
====The Troll Hole====<br />
<br />
This is a scenario that you cannot win by brute force, because the trolls have more brute force than you. Wise recruitment and strategy are necessary.<br />
<br />
Recruitment...<br />
* It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Mages of Light are especially nice, because they are tough enough to survive an attack from most trolls, while simultaneously reducing the damage sustained (due to illumination blinding the trolls.) Level 1 Mages can be used to good effect too, especially if quick. If only attacked by a single Troll Whelp, a healthy level 1 Mage will survive.<br />
* In addition to mages, your chaotic units can be helpful here again, especially against the occasional Rocklobber, which you will not want to attack with mages.<br />
* Be careful if you recall your loyal Iron Maulers (leveled up Heavy Infantrymen from ''the Fall''). In particular, the fearless one probably cannot take four hits from a Troll, like if it fails to kill a Troll and then the Troll attacks.<br />
* A couple of Mermen can help in the first few turns.<br />
* If you're low on gold, recruit some Peasants and feed them XP to fatten them into Bowmen.<br />
<br />
Strategy...<br />
* There are 4 castles, and two of them (randomly placed) are the troll leaders you need to kill.<br />
* You can make your initial stand either on the island or on the other side of the bridges.<br />
* Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems to be empty caves - they will all die, probably by the fangs of a Giant Spider.<br />
* When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.<br />
* Alternative: This could be a good choice if you have low gold: recall 2 quick red mages, and 3 quick tough melee units (say 2 royal guards & a L3 chaotic unit like a Fugitive). Play expedition style: abandon the start island, stay fairly close together, with your troops roughly divided in two between those moving forward and those fighting rearguard. Provided you knock out one troll leader early, the rest is manageable, just work your way carefully over to the other.<br />
<br />
====Cursed Isle====<br />
<br />
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.<br />
<br />
Recruitment...<br />
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.<br />
* Recall your loyal Merman Triton or similar and have him pick up the holy water.<br />
<br />
Strategy...<br />
* This can be the first or last quest you choose. If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. <br />
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.<br />
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.<br />
<br />
Spoiler...<br />
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.<br />
<br />
===A Spy In The Woods===<br />
<br />
Plot only.<br />
<br />
===The Vanguard===<br />
<br />
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.<br />
<br />
Recruitment...<br />
* Recruit a lot of units; you will need them.<br />
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.<br />
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.<br />
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.<br />
<br />
Strategy...<br />
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.<br />
# A "Sitzkrieg" may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.<br />
# Don't forget the chest of gold, which you can see even in fog.<br />
<br />
Spoilers...<br />
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.<br />
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.<br />
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.<br />
<br />
===Return of the Fleet===<br />
<br />
Welcome to the "kitchen sink" defense. You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you. The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.<br />
<br />
Recruitment...<br />
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.<br />
* On medium, don't recruit too much for fighting the undead - 2 Paladins at most, 1 or 2 Thugs, the stormy Merman, and the nearest Mage working with your land force are sufficient - the undead commander only gets 5-6 L2 recruits and they come ashore scattered (on medium, anyway). Paladins are so effective against undead that you can wade into the water after them. Just remember, Paladins can't go into deep water and undead can.<br />
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.<br />
<br />
Strategy...<br />
# Move the Mermen (including the storm trident) as quickly as possible pretty much straight to the West. (There is a village and swamp hex that can aid your travel if you pick the best route). Move these guys up the West side once they get there to get to the Undead Leader as quickly as possible.<br />
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.<br />
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded. So, while you're still able to see, note the troop dispositions (especially Chocobones.)<br />
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.<br />
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead. You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it. You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.<br />
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.<br />
<br />
Spoilers...<br />
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.<br />
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. Assuming you're sending a strike force through the water to knock out the undead commander, you really don't want to trigger these until that force is on the island - the storm trident Merman is the only thing that can stand up to them in water, and they will avoid him to attack more vulnerable units.<br />
* Once you kill one enemy leader, the other gets more gold & recruits a new wave of L2s. This can be useful if you need the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.<br />
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.<br />
<br />
===Rise of Wesnoth===<br />
<br />
It's the final battle: be patient, recall everybody - the early finish bonus doesn't mean anything. Also, loyal units are no better than other units after your recruitment is finished.<br />
<br />
Recruitment...<br />
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.<br />
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.<br />
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.<br />
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.<br />
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.<br />
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.<br />
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.<br />
* Some Mermen might be useful here, but surprisingly, they're not really necessary.<br />
* On 1.9.3 and earlier, you can recruit saurians. This was a bug, so ignore the option.<br />
<br />
Strategy...<br />
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.<br />
* With your mounted units, race forwards by day and backwards by night.<br />
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.<br />
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. <br />
* Maintain awareness of the overall battlefield.<br />
* Kill all but one of the orc leaders (not all!)<br />
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.<br />
* You'll need at least two Paladins to kill Jevyan himself; nothing else is half as effective (except perhaps Mages of Light and suicidal Lancers). Or you can use a pair of Great Mages (unless you are very unlucky, you should be able to kill him in a single turn). Congratulations! Enjoy the ending!<br />
<br />
Spoilers...<br />
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.<br />
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)<br />
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively. The lich also will receive some gold once you kill his Familiar.<br />
<br />
== See Also ==<br />
<br />
* [[MainlineCampaigns]]<br />
<br />
[[Category:Campaigns - The Rise of Wesnoth]]<br />
[[Category:Campaigns - Walkthroughs]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&diff=56303TheRiseOfWesnoth2015-04-20T15:30:59Z<p>Taptap: /* Clearwater Port */</p>
<hr />
<div>== Strategy Guide for The Rise of Wesnoth Campaign ==<br />
<br />
===Campaign strategy===<br />
<br />
Over the course of this campaign, you will need to level up to some:<br />
<br />
* Healers: White Mages/Mages of Light (at least four)<br />
* Undead killers: Paladins (two)<br />
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)<br />
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights<br />
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr <br />
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)<br />
<br />
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!<br />
<br />
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.<br />
<br />
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.<br />
<br />
Due to many undead opponents, you will want to recruit many Thugs at times, and get a few (the quick ones, since you need them underground) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.<br />
<br />
Here are some recommended units to have obtained by specific scenarios:<br />
<br />
2. The Fall - 1 Knight<br><br />
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops<br><br />
4a. The Midlands - avoid, go to The Swamp of Eden instead<br><br />
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers<br><br />
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits<br><br />
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers<br><br />
12. A Final Spring - 1-2 Silver Mages<br><br />
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''<br><br />
17a. The Dragon - up to 4 White Mages / Mages of Light<br><br />
17d. Cursed Island - 1 Paladin<br><br />
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)<br><br />
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable<br><br />
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light<br />
<br />
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some "uber-units". An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.<br />
<br />
==Scenarios==<br />
===A Summer Of Storms ===<br />
<br />
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.<br />
<br />
Recruitment...<br />
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.<br />
# Then, you should probably hire Bowmen and more Spearmen. Whatever Bowmen you can get advanced will be useful later on for fighting the many trolls, grunts, and riders you will encounter. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better. Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.<br />
<br />
Strategy...<br />
* Players have used at least three strategies with success...<br />
# The "over the bridge" strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the "over-the-bridge" road, and when the Prince and final troops have just about caught up, march on the enemy camp.<br />
# The "hide in the swamp" strategy: Proceed much like the above, but send the king with 3 Horsemen to capture the nearest houses, then retreat into the swamp area until you have your lawful bonus to kill off troops during the day. To hold them back, you can use a Spearman and a Mage (to level him.)<br />
# "Sandbagging" strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. <br />
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.<br />
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.<br />
<br />
===The Fall===<br />
<br />
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.<br />
<br />
Recruitment...<br />
* Recall or recruit Spearmen and Bowmen to man the lines.<br />
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.<br />
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.<br />
<br />
Strategy...<br />
* There are three basic approaches to take out the outlaw leader...<br />
# "Brute force" strategy: You can march west with a large army and use part of it to hold northwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience and can bring a quick victory.<br />
# "Assassination over the bridge" strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.<br />
# "Assassination via the mountain pass" strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.<br />
* On the hardest difficulty level, you may be forced to assassinate.<br />
<br />
Hints...<br />
<br />
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.<br />
<br />
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.<br />
<br />
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.<br />
<br />
===A Harrowing Escape===<br />
<br />
This scenario is much easier on lower difficulty levels, calling for different strategies.<br />
<br />
On easy/medium...<br />
* Recruitment: You should recruit/recall at least one, possibly two Mages here, and use them for killing Goblin Spearmen and finishing off injured Wolf Riders in the hills & mountains bordering the valley. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.<br />
<br />
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.<br />
<br />
On hard...<br />
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) <i>tout de suite</i>, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.<br />
<br />
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.<br />
<br />
Hints...<br />
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.<br />
<br />
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability "distract", which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.<br />
<br />
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.<br />
<br />
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to "kill" Lady Outlaw in the previous scenario so you get her gold.<br />
<br />
Spoilers...<br />
<br />
* There is Dwarf Steelclad in the village at 8,5. It's not far from your camp, so send Lady Outlaw there. Dwarf joins you because "It has been a long time since he felt the satisfying crunch of Orcs under his Axe."<br />
<br />
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.<br />
<br />
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.<br />
<br />
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.<br />
<br />
===Diverging Campaign Path===<br />
====The Midlands====<br />
<br />
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. <br />
<br />
Recruitment...<br />
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.<br />
* Recall any White Mages you have. You'll need them.<br />
* Bowmen are good for the wolf units you will be facing.<br />
* The rest depends on your strategy.<br />
<br />
Strategy...<br />
* The "Fast Assault" option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.<br />
* The "Dark Assault" option: use Footpads. If you chose to work with the the outlaws in the last round, then this works well. Footpads are cheap. And they are fast. And they have good defensive abilities. Plus they fight well in the dark and in the forest. So recruit lots of Footpads-pawns and quickly dispatch them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc. For the time being, leave the middle enemy alone. To the upper west, send several Footpads into the forest and capture the village and set up a defensive line. This cuts down the enemy's gold and increases yours. Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages. While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him. The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.<br />
<br />
====The Swamp Of Esten====<br />
<br />
This scenario is not hard if you are conservative and don't send important units off alone.<br />
<br />
Recruitment...<br />
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.<br />
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)<br />
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.<br />
<br />
Strategy...<br />
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.<br />
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.<br />
<br />
Spoiler...<br />
<br />
* Searching the temples is a good idea. Some have gold. There is a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep ASAP, and if not there, try rushing a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, so keep extra troops nearby when you enter one.<br />
<br />
===The Oldwood===<br />
<br />
The main challenge in this scenario is keeping your ally alive.<br />
<br />
Recruitment...<br />
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.<br />
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.<br />
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.<br />
<br />
Strategy...<br />
* Your forces will have three main combat arenas: the northeast, the south, and the middle.<br />
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.<br />
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.<br />
<br />
Tips...<br />
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.<br />
<br />
Spoilers...<br />
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.<br />
<br />
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (>50).<br />
<br />
===Temple in the Deep===<br />
<br />
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.<br />
<br />
Recruitment...<br />
<br />
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.<br />
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast "tank" and someone to grab the holy water.<br />
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (>50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.<br />
# Third round (optional), you can add a unit or two for a safety margin.<br />
<br />
Strategy...<br />
<br />
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. <br />
# Once the flow of baddies as tapered off, gradually progress northwards. Once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating, so try to attack him with melee units. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.<br />
<br />
Hints...<br />
<br />
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.<br />
<br />
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.<br />
<br />
Spoilers...<br />
<br />
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.<br />
<br />
===Return to Oldwood===<br />
<br />
Plot only.<br />
<br />
===Clearwater Port===<br />
<br />
This scenario is easy if you take the first boat out, a little more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.<br />
<br />
Recruitment...<br />
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.<br />
# Recruit slowly at start to stretch your gold with initial income.<br />
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. <br />
<br />
Strategy...<br />
# Your ally does not need his villages.<br />
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.<br />
# Use illumination and leadership to maximum effect.<br />
# Soften opponents with your loyal veterans, feed kills to recruits.<br />
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.<br />
<br />
Finish...<br />
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.<br />
<br />
===Fallen Lich Point===<br />
<br />
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.<br />
<br />
Recruitment...<br />
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.<br />
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.<br />
* You automatically should have your loyal Knight. Because of the mountains around "lichland" and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.<br />
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.<br />
* Footpads will help with village flagging.<br />
<br />
Strategy... <br />
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.<br />
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.<br />
# After that, head north and walk into the sewer entrance (the "cave") or else kill the orc leaders.<br />
<br />
Hints...<br />
* It is also possible, if you recruit heavily, to split your force and head north to attack the eastern Orcs before they finish with the Yetis. However, be careful not to be attacked by a Yeti yourself.<br />
* When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit. (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)<br />
<br />
===Sewer of Southbay===<br />
<br />
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.<br />
<br />
Recruitment...<br />
* As always underground, you want non-horse units with 6+ MP.<br />
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.<br />
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:<br />
** Option 1, "Large and spammy" recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.<br />
** Option 2, "Small and elite" recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.<br />
<br />
Strategy...<br />
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.<br />
# When the initial battle has died down, you have two options:<br />
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.<br />
## Otherwise, do them one after the other, and then look for the exit.<br />
<br />
Spoilers...<br />
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units. It is best to use ranged attacks against the spider, so leveled mages are good here.<br />
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.<br />
<br />
===Southbay in Winter===<br />
<br />
Plot only.<br />
<br />
===A Final Spring===<br />
<br />
This is a large battle, and any mistake on any front can spell doom, but overall it will be fairly easy on the easier difficulty levels. On hard, it still is easy given enough gold (370 or so.)<br />
<br />
Recruitment...<br />
# On the first turn, recall a Silver Mage to teleport to the island, recruit Footpads for village snatching, recall one or more of your loyal Iron Maulers (leveled up Heavy Infantrymen from ''The Fall''), and recall one or more Knights or similar.<br />
# Second turn, continue with this theme, but it will be nightfall soon, so recall Outlaws, Bandits, Assassins, etc.<br />
# Turn three is a bit more of the same, but you need to start thinking about preserving your income and also keeping a gold reserve. You can spam some peasants to preserve cash and income.<br />
# Turn four turn is more of the same.<br />
# Turn five, you will have new recruitment options (see spoiler at walkthrough end.)<br />
<br />
Strategy is broken into three fronts...<br />
# The first front is the south land area. Do a counter-clockwise sweep. Mounted units augmented with Footpads are a good choice. Note that it will be nightfall soon after game start, so it might be wise to delay any serious mounted assault until the next day, and you can delay your recalls for this.<br />
# The second front is the walled city. Move slower units and your loyal White Mage / Mage of Light to defend here. Take your ally's villages; your ally wouldn't do much useful with the money anyway. When your units from the second front complete their sweep, you can break the remaining southern forces against the city wall in a hammer and anvil. Then your united forces can move north. On easy, you may be able to push north more quickly than that using just part of your city troops.<br />
# The third front is the two small islands. Send a Silver Mage there ASAP. (You should have a village already there, so the Silver Mage can teleport over.) Footpads/Outlaws/Fugitives, Rangers, and others will help later. Lady Jessene could be used. A quick White Mage or Mage of Light would be useful, either on the coast or on the islands. Do not use Assassins on this front. Assassins have relatively weak defense in water against Orcs and Nagas, they're very weak against blade, which is all orcs and nagas use, and their relatively slow movement in water makes backstab hard to use reliably. Overall, you need to devote more resources to this front than you might think.<br />
<br />
Also keep an eye on the peninsula north of your keep. Wolf Riders and others might mount an amphibious assault in an effort to flank your troops. On the easier difficulty levels, you may wish to beat the punch and quickly establish a bridgehead on the other side of the bay.<br />
<br />
Hints...<br />
* You should have lots of high-level units now, so concentrate on recruiting new ones and levelling them up to fill needs.<br />
* Peasants are useful as placeholders for villages and distractions for the enemy.<br />
<br />
Spoilers...<br />
* On turn 4, a gang of nasty undead show up in the east. So, for your city taskforce, you'll want to recruit/recall units with impact and arcane attacks. Note that if undead capture villages, they will be flagged with the Orc island boss' black flag! This can result in an overwhelming number of Nagas, and it's one reason that you must devote a lot of resources to the island campaign. Re-flag any black flag villages quickly.<br />
* On turn 5, a gang of nasty Mermen show up in the west. Fortunately, they are on your side. You can now recruit Mermen. This is the real reason to keep a gold reserve until this time.<br />
<br />
===Peoples in Decline===<br />
<br />
This is a potentially bloody scenario versus Drakes. Proper recruitment is more important than good strategy here, as you will have little opportunity to maneuver.<br />
<br />
Recruitment...<br />
* First, recall any loyal Mermen in your roster. Your loyal Iron Maulers might prefer to sit this one out.<br />
* Drakes are vulnerable to pierce attacks, so spam cheap pierce attack units. In addition to Peasants, there are Poachers, Bowmen, Spearmen, Merman Fighters, and Merman Hunters. Poachers are key here, due to the swampy terrain and their chaotic alignment.<br />
* However, it helps to recall some leveled units early on, to prevent your line from crumbling. Javelineers and Trappers are good, since they have both ranged and melee attacks.<br />
* You will need a total of 2 or 3 White Mages / Mages of Light.<br />
* On your last turn of recruitment when you have about 80 gold, recall some advanced units if need be, like Master Bowmen and Rangers.<br />
<br />
Strategy...<br />
* Since you will have a lot of level 1 and 0 units, make sure to use the leadership of Prince Haldric and Lady Jessene.<br />
* Look for opportunities to heal via leveling up.<br />
* Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night.<br />
* Take advantage of the mountains for defense.<br />
* Be careful with your loyals.<br />
* Because most Drakes have powerful ranged attacks, melee-only units should hide behind the lines until they attack, preferably at night (with a Mage of Light supplying illumination.)<br />
<br />
Spoiler...<br />
* Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the Drakes first, since a Sea Serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman Fighter. Movement over land is important for Mermen in the campaign as a whole. If the Merman Fighter to whom you give the storm trident has the Quick attribute, you can make him a Hoplite when he gets to level 3. Otherwise, make him a Triton, because movement over land is important for Mermen in this campaign as a whole.<br />
<br />
===Rough Landing===<br />
<br />
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.<br />
<br />
Recruitment...<br />
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.<br />
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.<br />
<br />
Strategy...<br />
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.<br />
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.<br />
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.<br />
<br />
Hints/Spoilers...<br />
* Try to level up the mermen; they can be useful in another scenario later.<br />
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.<br />
<br />
===A New Land===<br />
<br />
This is a non-scenario. The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end.<br />
<br />
Recruitment...<br />
* None necessary.<br />
<br />
Strategy...<br />
* The optimal strategy for gold carryover is to grab the three closest villages, then retreat to your keep and wait. Once one attack occurs, the non-scenario will be over.<br />
<br />
Spoiler...<br />
* One thing to keep in mind is that this the last chance you have to grab some more Mermen as their king leaves. They are quite helpful in a later scenario so grabbing a few extra here cannot hurt if you can spare the gold.<br />
<br />
===The Ka'lian===<br />
<br />
Story, with your choice of four battles next. You have to beat them all in whatever order. The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).<br />
<br />
===Diverging Campaign Path===<br />
<br />
All four scenarios have to be beaten, but in whatever order you choose.<br />
====The Dragon====<br />
<br />
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.<br />
<br />
Recruitment...<br />
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.<br />
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.<br />
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.<br />
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.<br />
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.<br />
* A Merman or two will help with water hexes. An Entangler's slow ability will help tame the dragon.<br />
<br />
Strategy...<br />
* Players have used many different strategies with success:<br />
** "Hedgehog" strategy: Fighting Saurians requires a disciplined formation. If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3. You can use a "healing hedgehog" of ten troops--two white mages next to each other and eight troops completely encircling them. If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go. If you're trying for the big bonus, you'll need two hedgehogs. Try to keep reserves back a bit in cities. If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too. Once the main wave of Saurians is broken, you can string non-wounded troops out a bit in the rush for the leaders. <br />
** "Triangular Hedgehog" strategy: Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. You can fix this by creating a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position. In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. <br />
** "Giant Hedgehog" strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.<br />
** "Standard Line" strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.<br />
** "Wake the Dragon" strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.<br />
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. However, on the hardest difficulty setting the turn limit (33 turns) is insufficient for you to plow through the vast hordes of level 0 spam to get to the leaders, so it's best to simply end the scenario after killing the dragon.<br />
<br />
Spoilers...<br />
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.<br />
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.<br />
<br />
====Lizard Beach====<br />
<br />
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.<br />
<br />
Recruiting...<br />
* Mermen are helpful for the swamp and water areas.<br />
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.<br />
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.<br />
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.<br />
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.<br />
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.<br />
<br />
Strategy...<br />
* General strategy: as Saurians have skirmishers and a lot of movement, be sure to protect your wounded units well. Because of the Saurians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line straight so only two can mob one guy. Hedgehog tactic also seems to work well.<br />
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:<br />
# "Mermen in center" strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. <br />
# "Mermen on flank" strategy: Recall several decent land melee units & then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then let the Saurians break on it. Once their first wave has broken, the rest of their troops come in drips and are no problem, so now you can split up and wipe out the stragglers and claim villages; any L2 units you start with should level up. After you defeat the main force from the south send just one or two guys north to capture towns so your Silver Mages can teleport into the fray. <br />
# "Mermen feint" strategy: Recall most of your Mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy undisturbed. Beware, though as your mermen will encounter the Saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way.<br />
# "No Mermen" strategy: On your first two turns recall two keeps of strong, fast veterans like mounted units (not Paladins though; they're pretty ineffective against saurians), Outlaws/Assassins, and Silver Magi along with some other veterans, preferably with a lot of HP: if all goes well (at least on easy and medium) that may be all you need. Dash them across the swamp directly west of your keep, south of the sands, and form a line with strong units at the ends. They'll flank you, but you're stronger than them and you can use your slower units to crush the flanking saurians in a hammer and anvil. The first wave of southern Saurians should get itself killed before the northern Saurians arrive in force. Once the northern Saurians arrive, take them out with your slower units while your quicker ones go for the southern leader.<br />
# "Sacrificial lamb" strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground. Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.<br />
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with Silver Mages, Mermen, and anyone who's close enough to be a help. If you don't want to lose any of your better units, patience may be the key.<br />
<br />
Spoilers...<br />
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.<br />
* Killing one leader gives more gold to the other, so when you've defeated pretty much all the southern leader's forces, just plant a level 3 or two in his keep and leave him alive; kill them both in the same turn.<br />
<br />
====The Troll Hole====<br />
<br />
This is a scenario that you cannot win by brute force, because the trolls have more brute force than you. Wise recruitment and strategy are necessary.<br />
<br />
Recruitment...<br />
* It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Mages of Light are especially nice, because they are tough enough to survive an attack from most trolls, while simultaneously reducing the damage sustained (due to illumination blinding the trolls.) Level 1 Mages can be used to good effect too, especially if quick. If only attacked by a single Troll Whelp, a healthy level 1 Mage will survive.<br />
* In addition to mages, your chaotic units can be helpful here again, especially against the occasional Rocklobber, which you will not want to attack with mages.<br />
* Be careful if you recall your loyal Iron Maulers (leveled up Heavy Infantrymen from ''the Fall''). In particular, the fearless one probably cannot take four hits from a Troll, like if it fails to kill a Troll and then the Troll attacks.<br />
* A couple of Mermen can help in the first few turns.<br />
* If you're low on gold, recruit some Peasants and feed them XP to fatten them into Bowmen.<br />
<br />
Strategy...<br />
* There are 4 castles, and two of them (randomly placed) are the troll leaders you need to kill.<br />
* You can make your initial stand either on the island or on the other side of the bridges.<br />
* Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems to be empty caves - they will all die, probably by the fangs of a Giant Spider.<br />
* When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.<br />
* Alternative: This could be a good choice if you have low gold: recall 2 quick red mages, and 3 quick tough melee units (say 2 royal guards & a L3 chaotic unit like a Fugitive). Play expedition style: abandon the start island, stay fairly close together, with your troops roughly divided in two between those moving forward and those fighting rearguard. Provided you knock out one troll leader early, the rest is manageable, just work your way carefully over to the other.<br />
<br />
====Cursed Isle====<br />
<br />
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.<br />
<br />
Recruitment...<br />
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.<br />
* Recall your loyal Merman Triton or similar and have him pick up the holy water.<br />
<br />
Strategy...<br />
* This can be the first or last quest you choose. If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. <br />
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.<br />
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.<br />
<br />
Spoiler...<br />
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.<br />
<br />
===A Spy In The Woods===<br />
<br />
Plot only.<br />
<br />
===The Vanguard===<br />
<br />
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.<br />
<br />
Recruitment...<br />
* Recruit a lot of units; you will need them.<br />
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.<br />
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.<br />
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.<br />
<br />
Strategy...<br />
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.<br />
# A "Sitzkrieg" may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.<br />
# Don't forget the chest of gold, which you can see even in fog.<br />
<br />
Spoilers...<br />
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.<br />
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.<br />
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.<br />
<br />
===Return of the Fleet===<br />
<br />
Welcome to the "kitchen sink" defense. You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you. The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.<br />
<br />
Recruitment...<br />
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.<br />
* On medium, don't recruit too much for fighting the undead - 2 Paladins at most, 1 or 2 Thugs, the stormy Merman, and the nearest Mage working with your land force are sufficient - the undead commander only gets 5-6 L2 recruits and they come ashore scattered (on medium, anyway). Paladins are so effective against undead that you can wade into the water after them. Just remember, Paladins can't go into deep water and undead can.<br />
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.<br />
<br />
Strategy...<br />
# Move the Mermen (including the storm trident) as quickly as possible pretty much straight to the West. (There is a village and swamp hex that can aid your travel if you pick the best route). Move these guys up the West side once they get there to get to the Undead Leader as quickly as possible.<br />
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.<br />
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded. So, while you're still able to see, note the troop dispositions (especially Chocobones.)<br />
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.<br />
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead. You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it. You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.<br />
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.<br />
<br />
Spoilers...<br />
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.<br />
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. Assuming you're sending a strike force through the water to knock out the undead commander, you really don't want to trigger these until that force is on the island - the storm trident Merman is the only thing that can stand up to them in water, and they will avoid him to attack more vulnerable units.<br />
* Once you kill one enemy leader, the other gets more gold & recruits a new wave of L2s. This can be useful if you need the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.<br />
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.<br />
<br />
===Rise of Wesnoth===<br />
<br />
It's the final battle: be patient, recall everybody - the early finish bonus doesn't mean anything. Also, loyal units are no better than other units after your recruitment is finished.<br />
<br />
Recruitment...<br />
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.<br />
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.<br />
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.<br />
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.<br />
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.<br />
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.<br />
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.<br />
* Some Mermen might be useful here, but surprisingly, they're not really necessary.<br />
* On 1.9.3 and earlier, you can recruit saurians. This was a bug, so ignore the option.<br />
<br />
Strategy...<br />
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.<br />
* With your mounted units, race forwards by day and backwards by night.<br />
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.<br />
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. <br />
* Maintain awareness of the overall battlefield.<br />
* Kill all but one of the orc leaders (not all!)<br />
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.<br />
* You'll need at least two Paladins to kill Jevyan himself; nothing else is half as effective (except perhaps Mages of Light and suicidal Lancers). Or you can use a pair of Great Mages (unless you are very unlucky, you should be able to kill him in a single turn). Congratulations! Enjoy the ending!<br />
<br />
Spoilers...<br />
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.<br />
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)<br />
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively. The lich also will receive some gold once you kill his Familiar.<br />
<br />
== See Also ==<br />
<br />
* [[MainlineCampaigns]]<br />
<br />
[[Category:Campaigns - The Rise of Wesnoth]]<br />
[[Category:Campaigns - Walkthroughs]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&diff=56302TheRiseOfWesnoth2015-04-20T15:30:01Z<p>Taptap: /* Clearwater Port */ shortened</p>
<hr />
<div>== Strategy Guide for The Rise of Wesnoth Campaign ==<br />
<br />
===Campaign strategy===<br />
<br />
Over the course of this campaign, you will need to level up to some:<br />
<br />
* Healers: White Mages/Mages of Light (at least four)<br />
* Undead killers: Paladins (two)<br />
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)<br />
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights<br />
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr <br />
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)<br />
<br />
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!<br />
<br />
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.<br />
<br />
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.<br />
<br />
Due to many undead opponents, you will want to recruit many Thugs at times, and get a few (the quick ones, since you need them underground) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.<br />
<br />
Here are some recommended units to have obtained by specific scenarios:<br />
<br />
2. The Fall - 1 Knight<br><br />
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops<br><br />
4a. The Midlands - avoid, go to The Swamp of Eden instead<br><br />
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers<br><br />
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits<br><br />
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers<br><br />
12. A Final Spring - 1-2 Silver Mages<br><br />
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''<br><br />
17a. The Dragon - up to 4 White Mages / Mages of Light<br><br />
17d. Cursed Island - 1 Paladin<br><br />
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)<br><br />
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable<br><br />
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light<br />
<br />
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some "uber-units". An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.<br />
<br />
==Scenarios==<br />
===A Summer Of Storms ===<br />
<br />
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.<br />
<br />
Recruitment...<br />
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.<br />
# Then, you should probably hire Bowmen and more Spearmen. Whatever Bowmen you can get advanced will be useful later on for fighting the many trolls, grunts, and riders you will encounter. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better. Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.<br />
<br />
Strategy...<br />
* Players have used at least three strategies with success...<br />
# The "over the bridge" strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the "over-the-bridge" road, and when the Prince and final troops have just about caught up, march on the enemy camp.<br />
# The "hide in the swamp" strategy: Proceed much like the above, but send the king with 3 Horsemen to capture the nearest houses, then retreat into the swamp area until you have your lawful bonus to kill off troops during the day. To hold them back, you can use a Spearman and a Mage (to level him.)<br />
# "Sandbagging" strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. <br />
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.<br />
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.<br />
<br />
===The Fall===<br />
<br />
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.<br />
<br />
Recruitment...<br />
* Recall or recruit Spearmen and Bowmen to man the lines.<br />
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.<br />
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.<br />
<br />
Strategy...<br />
* There are three basic approaches to take out the outlaw leader...<br />
# "Brute force" strategy: You can march west with a large army and use part of it to hold northwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience and can bring a quick victory.<br />
# "Assassination over the bridge" strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.<br />
# "Assassination via the mountain pass" strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.<br />
* On the hardest difficulty level, you may be forced to assassinate.<br />
<br />
Hints...<br />
<br />
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.<br />
<br />
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.<br />
<br />
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.<br />
<br />
===A Harrowing Escape===<br />
<br />
This scenario is much easier on lower difficulty levels, calling for different strategies.<br />
<br />
On easy/medium...<br />
* Recruitment: You should recruit/recall at least one, possibly two Mages here, and use them for killing Goblin Spearmen and finishing off injured Wolf Riders in the hills & mountains bordering the valley. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.<br />
<br />
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.<br />
<br />
On hard...<br />
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) <i>tout de suite</i>, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.<br />
<br />
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.<br />
<br />
Hints...<br />
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.<br />
<br />
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability "distract", which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.<br />
<br />
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.<br />
<br />
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to "kill" Lady Outlaw in the previous scenario so you get her gold.<br />
<br />
Spoilers...<br />
<br />
* There is Dwarf Steelclad in the village at 8,5. It's not far from your camp, so send Lady Outlaw there. Dwarf joins you because "It has been a long time since he felt the satisfying crunch of Orcs under his Axe."<br />
<br />
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.<br />
<br />
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.<br />
<br />
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.<br />
<br />
===Diverging Campaign Path===<br />
====The Midlands====<br />
<br />
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. <br />
<br />
Recruitment...<br />
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.<br />
* Recall any White Mages you have. You'll need them.<br />
* Bowmen are good for the wolf units you will be facing.<br />
* The rest depends on your strategy.<br />
<br />
Strategy...<br />
* The "Fast Assault" option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.<br />
* The "Dark Assault" option: use Footpads. If you chose to work with the the outlaws in the last round, then this works well. Footpads are cheap. And they are fast. And they have good defensive abilities. Plus they fight well in the dark and in the forest. So recruit lots of Footpads-pawns and quickly dispatch them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc. For the time being, leave the middle enemy alone. To the upper west, send several Footpads into the forest and capture the village and set up a defensive line. This cuts down the enemy's gold and increases yours. Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages. While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him. The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.<br />
<br />
====The Swamp Of Esten====<br />
<br />
This scenario is not hard if you are conservative and don't send important units off alone.<br />
<br />
Recruitment...<br />
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.<br />
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)<br />
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.<br />
<br />
Strategy...<br />
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.<br />
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.<br />
<br />
Spoiler...<br />
<br />
* Searching the temples is a good idea. Some have gold. There is a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep ASAP, and if not there, try rushing a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, so keep extra troops nearby when you enter one.<br />
<br />
===The Oldwood===<br />
<br />
The main challenge in this scenario is keeping your ally alive.<br />
<br />
Recruitment...<br />
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.<br />
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.<br />
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.<br />
<br />
Strategy...<br />
* Your forces will have three main combat arenas: the northeast, the south, and the middle.<br />
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.<br />
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.<br />
<br />
Tips...<br />
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.<br />
<br />
Spoilers...<br />
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.<br />
<br />
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (>50).<br />
<br />
===Temple in the Deep===<br />
<br />
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.<br />
<br />
Recruitment...<br />
<br />
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.<br />
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast "tank" and someone to grab the holy water.<br />
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (>50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.<br />
# Third round (optional), you can add a unit or two for a safety margin.<br />
<br />
Strategy...<br />
<br />
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. <br />
# Once the flow of baddies as tapered off, gradually progress northwards. Once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating, so try to attack him with melee units. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.<br />
<br />
Hints...<br />
<br />
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.<br />
<br />
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.<br />
<br />
Spoilers...<br />
<br />
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.<br />
<br />
===Return to Oldwood===<br />
<br />
Plot only.<br />
<br />
===Clearwater Port===<br />
<br />
This scenario is easy if you take the first boat out, a little more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.<br />
<br />
Recruitment...<br />
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.<br />
# Recruit slowly at start to stretch your gold with initial income.<br />
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. <br />
<br />
Strategy...<br />
# Your ally does not need his villages.<br />
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.<br />
# Use illumination and leadership to maximum effect.<br />
# Soften opponents with your loyal veterans, feed kills to recruits.<br />
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.<br />
<br />
# Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.<br />
<br />
===Fallen Lich Point===<br />
<br />
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.<br />
<br />
Recruitment...<br />
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.<br />
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.<br />
* You automatically should have your loyal Knight. Because of the mountains around "lichland" and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.<br />
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.<br />
* Footpads will help with village flagging.<br />
<br />
Strategy... <br />
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.<br />
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.<br />
# After that, head north and walk into the sewer entrance (the "cave") or else kill the orc leaders.<br />
<br />
Hints...<br />
* It is also possible, if you recruit heavily, to split your force and head north to attack the eastern Orcs before they finish with the Yetis. However, be careful not to be attacked by a Yeti yourself.<br />
* When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit. (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)<br />
<br />
===Sewer of Southbay===<br />
<br />
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.<br />
<br />
Recruitment...<br />
* As always underground, you want non-horse units with 6+ MP.<br />
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.<br />
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:<br />
** Option 1, "Large and spammy" recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.<br />
** Option 2, "Small and elite" recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.<br />
<br />
Strategy...<br />
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.<br />
# When the initial battle has died down, you have two options:<br />
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.<br />
## Otherwise, do them one after the other, and then look for the exit.<br />
<br />
Spoilers...<br />
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units. It is best to use ranged attacks against the spider, so leveled mages are good here.<br />
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.<br />
<br />
===Southbay in Winter===<br />
<br />
Plot only.<br />
<br />
===A Final Spring===<br />
<br />
This is a large battle, and any mistake on any front can spell doom, but overall it will be fairly easy on the easier difficulty levels. On hard, it still is easy given enough gold (370 or so.)<br />
<br />
Recruitment...<br />
# On the first turn, recall a Silver Mage to teleport to the island, recruit Footpads for village snatching, recall one or more of your loyal Iron Maulers (leveled up Heavy Infantrymen from ''The Fall''), and recall one or more Knights or similar.<br />
# Second turn, continue with this theme, but it will be nightfall soon, so recall Outlaws, Bandits, Assassins, etc.<br />
# Turn three is a bit more of the same, but you need to start thinking about preserving your income and also keeping a gold reserve. You can spam some peasants to preserve cash and income.<br />
# Turn four turn is more of the same.<br />
# Turn five, you will have new recruitment options (see spoiler at walkthrough end.)<br />
<br />
Strategy is broken into three fronts...<br />
# The first front is the south land area. Do a counter-clockwise sweep. Mounted units augmented with Footpads are a good choice. Note that it will be nightfall soon after game start, so it might be wise to delay any serious mounted assault until the next day, and you can delay your recalls for this.<br />
# The second front is the walled city. Move slower units and your loyal White Mage / Mage of Light to defend here. Take your ally's villages; your ally wouldn't do much useful with the money anyway. When your units from the second front complete their sweep, you can break the remaining southern forces against the city wall in a hammer and anvil. Then your united forces can move north. On easy, you may be able to push north more quickly than that using just part of your city troops.<br />
# The third front is the two small islands. Send a Silver Mage there ASAP. (You should have a village already there, so the Silver Mage can teleport over.) Footpads/Outlaws/Fugitives, Rangers, and others will help later. Lady Jessene could be used. A quick White Mage or Mage of Light would be useful, either on the coast or on the islands. Do not use Assassins on this front. Assassins have relatively weak defense in water against Orcs and Nagas, they're very weak against blade, which is all orcs and nagas use, and their relatively slow movement in water makes backstab hard to use reliably. Overall, you need to devote more resources to this front than you might think.<br />
<br />
Also keep an eye on the peninsula north of your keep. Wolf Riders and others might mount an amphibious assault in an effort to flank your troops. On the easier difficulty levels, you may wish to beat the punch and quickly establish a bridgehead on the other side of the bay.<br />
<br />
Hints...<br />
* You should have lots of high-level units now, so concentrate on recruiting new ones and levelling them up to fill needs.<br />
* Peasants are useful as placeholders for villages and distractions for the enemy.<br />
<br />
Spoilers...<br />
* On turn 4, a gang of nasty undead show up in the east. So, for your city taskforce, you'll want to recruit/recall units with impact and arcane attacks. Note that if undead capture villages, they will be flagged with the Orc island boss' black flag! This can result in an overwhelming number of Nagas, and it's one reason that you must devote a lot of resources to the island campaign. Re-flag any black flag villages quickly.<br />
* On turn 5, a gang of nasty Mermen show up in the west. Fortunately, they are on your side. You can now recruit Mermen. This is the real reason to keep a gold reserve until this time.<br />
<br />
===Peoples in Decline===<br />
<br />
This is a potentially bloody scenario versus Drakes. Proper recruitment is more important than good strategy here, as you will have little opportunity to maneuver.<br />
<br />
Recruitment...<br />
* First, recall any loyal Mermen in your roster. Your loyal Iron Maulers might prefer to sit this one out.<br />
* Drakes are vulnerable to pierce attacks, so spam cheap pierce attack units. In addition to Peasants, there are Poachers, Bowmen, Spearmen, Merman Fighters, and Merman Hunters. Poachers are key here, due to the swampy terrain and their chaotic alignment.<br />
* However, it helps to recall some leveled units early on, to prevent your line from crumbling. Javelineers and Trappers are good, since they have both ranged and melee attacks.<br />
* You will need a total of 2 or 3 White Mages / Mages of Light.<br />
* On your last turn of recruitment when you have about 80 gold, recall some advanced units if need be, like Master Bowmen and Rangers.<br />
<br />
Strategy...<br />
* Since you will have a lot of level 1 and 0 units, make sure to use the leadership of Prince Haldric and Lady Jessene.<br />
* Look for opportunities to heal via leveling up.<br />
* Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night.<br />
* Take advantage of the mountains for defense.<br />
* Be careful with your loyals.<br />
* Because most Drakes have powerful ranged attacks, melee-only units should hide behind the lines until they attack, preferably at night (with a Mage of Light supplying illumination.)<br />
<br />
Spoiler...<br />
* Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the Drakes first, since a Sea Serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman Fighter. Movement over land is important for Mermen in the campaign as a whole. If the Merman Fighter to whom you give the storm trident has the Quick attribute, you can make him a Hoplite when he gets to level 3. Otherwise, make him a Triton, because movement over land is important for Mermen in this campaign as a whole.<br />
<br />
===Rough Landing===<br />
<br />
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.<br />
<br />
Recruitment...<br />
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.<br />
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.<br />
<br />
Strategy...<br />
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.<br />
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.<br />
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.<br />
<br />
Hints/Spoilers...<br />
* Try to level up the mermen; they can be useful in another scenario later.<br />
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.<br />
<br />
===A New Land===<br />
<br />
This is a non-scenario. The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end.<br />
<br />
Recruitment...<br />
* None necessary.<br />
<br />
Strategy...<br />
* The optimal strategy for gold carryover is to grab the three closest villages, then retreat to your keep and wait. Once one attack occurs, the non-scenario will be over.<br />
<br />
Spoiler...<br />
* One thing to keep in mind is that this the last chance you have to grab some more Mermen as their king leaves. They are quite helpful in a later scenario so grabbing a few extra here cannot hurt if you can spare the gold.<br />
<br />
===The Ka'lian===<br />
<br />
Story, with your choice of four battles next. You have to beat them all in whatever order. The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).<br />
<br />
===Diverging Campaign Path===<br />
<br />
All four scenarios have to be beaten, but in whatever order you choose.<br />
====The Dragon====<br />
<br />
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.<br />
<br />
Recruitment...<br />
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.<br />
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.<br />
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.<br />
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.<br />
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.<br />
* A Merman or two will help with water hexes. An Entangler's slow ability will help tame the dragon.<br />
<br />
Strategy...<br />
* Players have used many different strategies with success:<br />
** "Hedgehog" strategy: Fighting Saurians requires a disciplined formation. If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3. You can use a "healing hedgehog" of ten troops--two white mages next to each other and eight troops completely encircling them. If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go. If you're trying for the big bonus, you'll need two hedgehogs. Try to keep reserves back a bit in cities. If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too. Once the main wave of Saurians is broken, you can string non-wounded troops out a bit in the rush for the leaders. <br />
** "Triangular Hedgehog" strategy: Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. You can fix this by creating a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position. In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. <br />
** "Giant Hedgehog" strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.<br />
** "Standard Line" strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.<br />
** "Wake the Dragon" strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.<br />
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. However, on the hardest difficulty setting the turn limit (33 turns) is insufficient for you to plow through the vast hordes of level 0 spam to get to the leaders, so it's best to simply end the scenario after killing the dragon.<br />
<br />
Spoilers...<br />
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.<br />
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.<br />
<br />
====Lizard Beach====<br />
<br />
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.<br />
<br />
Recruiting...<br />
* Mermen are helpful for the swamp and water areas.<br />
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.<br />
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.<br />
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.<br />
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.<br />
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.<br />
<br />
Strategy...<br />
* General strategy: as Saurians have skirmishers and a lot of movement, be sure to protect your wounded units well. Because of the Saurians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line straight so only two can mob one guy. Hedgehog tactic also seems to work well.<br />
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:<br />
# "Mermen in center" strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. <br />
# "Mermen on flank" strategy: Recall several decent land melee units & then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then let the Saurians break on it. Once their first wave has broken, the rest of their troops come in drips and are no problem, so now you can split up and wipe out the stragglers and claim villages; any L2 units you start with should level up. After you defeat the main force from the south send just one or two guys north to capture towns so your Silver Mages can teleport into the fray. <br />
# "Mermen feint" strategy: Recall most of your Mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy undisturbed. Beware, though as your mermen will encounter the Saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way.<br />
# "No Mermen" strategy: On your first two turns recall two keeps of strong, fast veterans like mounted units (not Paladins though; they're pretty ineffective against saurians), Outlaws/Assassins, and Silver Magi along with some other veterans, preferably with a lot of HP: if all goes well (at least on easy and medium) that may be all you need. Dash them across the swamp directly west of your keep, south of the sands, and form a line with strong units at the ends. They'll flank you, but you're stronger than them and you can use your slower units to crush the flanking saurians in a hammer and anvil. The first wave of southern Saurians should get itself killed before the northern Saurians arrive in force. Once the northern Saurians arrive, take them out with your slower units while your quicker ones go for the southern leader.<br />
# "Sacrificial lamb" strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground. Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.<br />
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with Silver Mages, Mermen, and anyone who's close enough to be a help. If you don't want to lose any of your better units, patience may be the key.<br />
<br />
Spoilers...<br />
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.<br />
* Killing one leader gives more gold to the other, so when you've defeated pretty much all the southern leader's forces, just plant a level 3 or two in his keep and leave him alive; kill them both in the same turn.<br />
<br />
====The Troll Hole====<br />
<br />
This is a scenario that you cannot win by brute force, because the trolls have more brute force than you. Wise recruitment and strategy are necessary.<br />
<br />
Recruitment...<br />
* It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Mages of Light are especially nice, because they are tough enough to survive an attack from most trolls, while simultaneously reducing the damage sustained (due to illumination blinding the trolls.) Level 1 Mages can be used to good effect too, especially if quick. If only attacked by a single Troll Whelp, a healthy level 1 Mage will survive.<br />
* In addition to mages, your chaotic units can be helpful here again, especially against the occasional Rocklobber, which you will not want to attack with mages.<br />
* Be careful if you recall your loyal Iron Maulers (leveled up Heavy Infantrymen from ''the Fall''). In particular, the fearless one probably cannot take four hits from a Troll, like if it fails to kill a Troll and then the Troll attacks.<br />
* A couple of Mermen can help in the first few turns.<br />
* If you're low on gold, recruit some Peasants and feed them XP to fatten them into Bowmen.<br />
<br />
Strategy...<br />
* There are 4 castles, and two of them (randomly placed) are the troll leaders you need to kill.<br />
* You can make your initial stand either on the island or on the other side of the bridges.<br />
* Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems to be empty caves - they will all die, probably by the fangs of a Giant Spider.<br />
* When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.<br />
* Alternative: This could be a good choice if you have low gold: recall 2 quick red mages, and 3 quick tough melee units (say 2 royal guards & a L3 chaotic unit like a Fugitive). Play expedition style: abandon the start island, stay fairly close together, with your troops roughly divided in two between those moving forward and those fighting rearguard. Provided you knock out one troll leader early, the rest is manageable, just work your way carefully over to the other.<br />
<br />
====Cursed Isle====<br />
<br />
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.<br />
<br />
Recruitment...<br />
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.<br />
* Recall your loyal Merman Triton or similar and have him pick up the holy water.<br />
<br />
Strategy...<br />
* This can be the first or last quest you choose. If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. <br />
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.<br />
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.<br />
<br />
Spoiler...<br />
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.<br />
<br />
===A Spy In The Woods===<br />
<br />
Plot only.<br />
<br />
===The Vanguard===<br />
<br />
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.<br />
<br />
Recruitment...<br />
* Recruit a lot of units; you will need them.<br />
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.<br />
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.<br />
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.<br />
<br />
Strategy...<br />
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.<br />
# A "Sitzkrieg" may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.<br />
# Don't forget the chest of gold, which you can see even in fog.<br />
<br />
Spoilers...<br />
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.<br />
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.<br />
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.<br />
<br />
===Return of the Fleet===<br />
<br />
Welcome to the "kitchen sink" defense. You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you. The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.<br />
<br />
Recruitment...<br />
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.<br />
* On medium, don't recruit too much for fighting the undead - 2 Paladins at most, 1 or 2 Thugs, the stormy Merman, and the nearest Mage working with your land force are sufficient - the undead commander only gets 5-6 L2 recruits and they come ashore scattered (on medium, anyway). Paladins are so effective against undead that you can wade into the water after them. Just remember, Paladins can't go into deep water and undead can.<br />
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.<br />
<br />
Strategy...<br />
# Move the Mermen (including the storm trident) as quickly as possible pretty much straight to the West. (There is a village and swamp hex that can aid your travel if you pick the best route). Move these guys up the West side once they get there to get to the Undead Leader as quickly as possible.<br />
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.<br />
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded. So, while you're still able to see, note the troop dispositions (especially Chocobones.)<br />
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.<br />
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead. You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it. You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.<br />
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.<br />
<br />
Spoilers...<br />
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.<br />
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. Assuming you're sending a strike force through the water to knock out the undead commander, you really don't want to trigger these until that force is on the island - the storm trident Merman is the only thing that can stand up to them in water, and they will avoid him to attack more vulnerable units.<br />
* Once you kill one enemy leader, the other gets more gold & recruits a new wave of L2s. This can be useful if you need the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.<br />
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.<br />
<br />
===Rise of Wesnoth===<br />
<br />
It's the final battle: be patient, recall everybody - the early finish bonus doesn't mean anything. Also, loyal units are no better than other units after your recruitment is finished.<br />
<br />
Recruitment...<br />
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.<br />
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.<br />
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.<br />
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.<br />
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.<br />
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.<br />
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.<br />
* Some Mermen might be useful here, but surprisingly, they're not really necessary.<br />
* On 1.9.3 and earlier, you can recruit saurians. This was a bug, so ignore the option.<br />
<br />
Strategy...<br />
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.<br />
* With your mounted units, race forwards by day and backwards by night.<br />
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.<br />
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. <br />
* Maintain awareness of the overall battlefield.<br />
* Kill all but one of the orc leaders (not all!)<br />
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.<br />
* You'll need at least two Paladins to kill Jevyan himself; nothing else is half as effective (except perhaps Mages of Light and suicidal Lancers). Or you can use a pair of Great Mages (unless you are very unlucky, you should be able to kill him in a single turn). Congratulations! Enjoy the ending!<br />
<br />
Spoilers...<br />
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.<br />
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)<br />
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively. The lich also will receive some gold once you kill his Familiar.<br />
<br />
== See Also ==<br />
<br />
* [[MainlineCampaigns]]<br />
<br />
[[Category:Campaigns - The Rise of Wesnoth]]<br />
[[Category:Campaigns - Walkthroughs]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=56232Guide to UMC Content2015-04-15T12:41:06Z<p>Taptap: </p>
<hr />
<div>This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''<br />
<br />
==== A Gryphon's Tale ====<br />
<br />
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''<br />
<br />
'''Author:''' Ringcaat/Dwarven_Void<br />
<br />
'''Status:''' One branch complete, most incomplete<br />
<br />
'''Length:''' 11-12 scenarios (branch dependent)<br />
<br />
'''Version:''' 0.6.12<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' RPG/minigames<br />
<br />
'''Faction/Era:''' Gryphon/Orc<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=2906&start=195&<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Incomplete<br />
<br />
'''Length:''' 38 scenarios<br />
<br />
'''Version:''' 0.3.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
==== Invasion of Eliador ====<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== Merry Christmas ====<br />
<br />
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 playable scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom<br />
<br />
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32519<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
<br />
==== The Devil's Flute ====<br />
<br />
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''<br />
<br />
'''Author:''' lipk<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Epic of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
'''Notes:'''<br />
<br />
----<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' (does it have one?)<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== Warmaster ====<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
* <b>Description:</b> An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
* <b>Author:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Maintainer:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Status:</b> Finished<br />
<br />
* <b>Faction Descriptions:</b> (Descriptions to be added later)<br />
<br />
01. Aragwaithi<br />
<br />
02. Windsong<br />
<br />
03. Human Alliance<br />
<br />
04. Orcish Union<br />
<br />
05. Southerners<br />
<br />
06. Outlaws<br />
<br />
07. Elementals<br />
<br />
08. Undead<br />
<br />
09. Drakes<br />
<br />
10. Dark Legion<br />
<br />
11. Sylvans<br />
<br />
12. Minotaurs<br />
<br />
13. Vampires<br />
<br />
* <b>Version:</b> 1.1.5.1<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
==== Era of Magic(EoMa) ====<br />
* <b>Description:</b> Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
* <b>Author:</b> Inferno8<br />
<br />
* <b>Maintainer:</b> Inferno8<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> <br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
* <b>Version:</b> 1.1.1 (February 18th, 2015)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
* <b>Description:</b> Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more than an era pack than an era.<br />
<br />
* <b>Author:</b> mnewton1, Ravana and various<br />
<br />
* <b>Maintainer:</b> Ravana<br />
<br />
* <b>Maintainer's note:</b> Next release is planned for late May, 2015<br />
<br />
* <b>Status:</b> Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
* <b>Faction Descriptions:</b> Currently There are 88 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
* <b>Version:</b> 4.12.1 (November 28th, 2014)<br />
<br />
* <b>Git:</b> [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=56228Guide to UMC Content2015-04-13T19:00:04Z<p>Taptap: /* Invasion from the Unknown */ remove my pseudo review, we have a review page now after all</p>
<hr />
<div>This is a guide to the current (1.12.x) UMC content for players. It aims to provide unfamiliar players detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this, it is a wiki.<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''<br />
<br />
==== A Gryphon's Tale ====<br />
<br />
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''<br />
<br />
'''Author:''' Ringcaat/Dwarven_Void<br />
<br />
'''Status:''' One branch complete, most incomplete<br />
<br />
'''Length:''' 11-12 scenarios (branch dependent)<br />
<br />
'''Version:''' 0.6.12<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' RPG/minigames<br />
<br />
'''Faction/Era:''' Gryphon/Orc<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=2906&start=195&<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Incomplete<br />
<br />
'''Length:''' 38 scenarios<br />
<br />
'''Version:''' 0.3.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
==== Invasion of Eliador ====<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== Merry Christmas ====<br />
<br />
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 playable scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom<br />
<br />
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32519<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
<br />
==== The Devil's Flute ====<br />
<br />
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''<br />
<br />
'''Author:''' lipk<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Epic of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
'''Notes:'''<br />
<br />
----<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' (does it have one?)<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== Warmaster ====<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
* <b>Description:</b> An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
* <b>Author:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Maintainer:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Status:</b> Finished<br />
<br />
* <b>Faction Descriptions:</b> (Descriptions to be added later)<br />
<br />
01. Aragwaithi<br />
<br />
02. Windsong<br />
<br />
03. Human Alliance<br />
<br />
04. Orcish Union<br />
<br />
05. Southerners<br />
<br />
06. Outlaws<br />
<br />
07. Elementals<br />
<br />
08. Undead<br />
<br />
09. Drakes<br />
<br />
10. Dark Legion<br />
<br />
11. Sylvans<br />
<br />
12. Minotaurs<br />
<br />
13. Vampires<br />
<br />
* <b>Version:</b> 1.1.5.1<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
==== Era of Magic(EoMa) ====<br />
* <b>Description:</b> Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
* <b>Author:</b> Inferno8<br />
<br />
* <b>Maintainer:</b> Inferno8<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> <br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
* <b>Version:</b> 1.1.1 (February 18th, 2015)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
* <b>Description:</b> Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more than an era pack than an era.<br />
<br />
* <b>Author:</b> mnewton1, Ravana and various<br />
<br />
* <b>Maintainer:</b> Ravana<br />
<br />
* <b>Maintainer's note:</b> Next release is planned for late May, 2015<br />
<br />
* <b>Status:</b> Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server<br />
<br />
* <b>Faction Descriptions:</b> Currently There are 88 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
* <b>Version:</b> 4.12.1 (November 28th, 2014)<br />
<br />
* <b>Git:</b> [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=56224Guide to UMC Content2015-04-13T09:01:40Z<p>Taptap: </p>
<hr />
<div>This is a guide to the current (1.12.x) UMC content for players. It aims to provide unfamiliar players detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this, it is a wiki.<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''<br />
<br />
==== A Gryphon's Tale ====<br />
<br />
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''<br />
<br />
'''Author:''' Ringcaat/Dwarven_Void<br />
<br />
'''Status:''' One branch complete, most incomplete<br />
<br />
'''Length:''' 11-12 scenarios (branch dependent)<br />
<br />
'''Version:''' 0.6.12<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' RPG/minigames<br />
<br />
'''Faction/Era:''' Gryphon/Orc<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=2906&start=195&<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Incomplete<br />
<br />
'''Length:''' 38 scenarios<br />
<br />
'''Version:''' 0.3.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
'''Note:''' (taptap) Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.<br />
<br />
<br />
==== Invasion of Eliador ====<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== Merry Christmas ====<br />
<br />
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 playable scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom<br />
<br />
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32519<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
<br />
==== The Devil's Flute ====<br />
<br />
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''<br />
<br />
'''Author:''' lipk<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Epic of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
'''Notes:'''<br />
<br />
----<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' (does it have one?)<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== Warmaster ====<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
* <b>Description:</b> An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
* <b>Author:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Maintainer:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Status:</b> Finished<br />
<br />
* <b>Faction Descriptions:</b> (Descriptions to be added later)<br />
<br />
01. Aragwaithi<br />
<br />
02. Windsong<br />
<br />
03. Human Alliance<br />
<br />
04. Orcish Union<br />
<br />
05. Southerners<br />
<br />
06. Outlaws<br />
<br />
07. Elementals<br />
<br />
08. Undead<br />
<br />
09. Drakes<br />
<br />
10. Dark Legion<br />
<br />
11. Sylvans<br />
<br />
12. Minotaurs<br />
<br />
13. Vampires<br />
<br />
* <b>Version:</b> 1.1.5.1<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
==== Era of Magic(EoMa) ====<br />
* <b>Description:</b> Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
* <b>Author:</b> Inferno8<br />
<br />
* <b>Maintainer:</b> Inferno8<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> <br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
* <b>Version:</b> 1.1.1 (February 18th, 2015)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
* <b>Description:</b> Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more than an era pack than an era.<br />
<br />
* <b>Author:</b> mnewton1, Ravana and various<br />
<br />
* <b>Maintainer:</b> Ravana<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> Currently There are 87 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Darkblood Alliance, Enlightened Ones, Kharos, Runemasters, Summoners, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
* <b>Version:</b> 4.12.1 (November 28th, 2014)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=56223Guide to UMC Content2015-04-13T08:24:36Z<p>Taptap: </p>
<hr />
<div>This is a guide to the current (1.12.x) UMC content for players. It aims to provide unfamiliar players detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this, it is a wiki.<br />
<br />
See also: <br />
* [[Player_UMC_Reviews|Player UMC Reviews]]<br />
* [[Guide_to_UMC_Content/1.10|Guide to User-made-content for Battle for Wesnoth 1.10]]<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 forum thread] for this page<br />
* [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 non-available content]<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''<br />
<br />
==== A Gryphon's Tale ====<br />
<br />
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''<br />
<br />
'''Author:''' Ringcaat/Dwarven_Void<br />
<br />
'''Status:''' One branch complete, most incomplete<br />
<br />
'''Length:''' 11-12 scenarios (branch dependent)<br />
<br />
'''Version:''' 0.6.12<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' RPG/minigames<br />
<br />
'''Faction/Era:''' Gryphon/Orc<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=2906&start=195&<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Incomplete<br />
<br />
'''Length:''' 38 scenarios<br />
<br />
'''Version:''' 0.3.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
'''Note:''' (taptap) Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.<br />
<br />
<br />
==== Invasion of Eliador ====<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== Merry Christmas ====<br />
<br />
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 playable scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom<br />
<br />
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32519<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
<br />
==== The Devil's Flute ====<br />
<br />
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''<br />
<br />
'''Author:''' lipk<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Epic of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
'''Notes:'''<br />
<br />
----<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' (does it have one?)<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== Warmaster ====<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
* <b>Description:</b> An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
* <b>Author:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Maintainer:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Status:</b> Finished<br />
<br />
* <b>Faction Descriptions:</b> (Descriptions to be added later)<br />
<br />
01. Aragwaithi<br />
<br />
02. Windsong<br />
<br />
03. Human Alliance<br />
<br />
04. Orcish Union<br />
<br />
05. Southerners<br />
<br />
06. Outlaws<br />
<br />
07. Elementals<br />
<br />
08. Undead<br />
<br />
09. Drakes<br />
<br />
10. Dark Legion<br />
<br />
11. Sylvans<br />
<br />
12. Minotaurs<br />
<br />
13. Vampires<br />
<br />
* <b>Version:</b> 1.1.5.1<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
==== Era of Magic(EoMa) ====<br />
* <b>Description:</b> Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
* <b>Author:</b> Inferno8<br />
<br />
* <b>Maintainer:</b> Inferno8<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> <br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
* <b>Version:</b> 1.1.1 (February 18th, 2015)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
* <b>Description:</b> Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more than an era pack than an era.<br />
<br />
* <b>Author:</b> mnewton1, Ravana and various<br />
<br />
* <b>Maintainer:</b> Ravana<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> Currently There are 87 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Darkblood Alliance, Enlightened Ones, Kharos, Runemasters, Summoners, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
* <b>Version:</b> 4.12.1 (November 28th, 2014)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content/1.10&diff=56222Guide to UMC Content/1.102015-04-13T08:17:44Z<p>Taptap: moved from mainpage</p>
<hr />
<div>== Battle for Wesnoth 1.10.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
==== A Gryphon's Tale ====<br />
<br />
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''<br />
<br />
'''Author:''' Ringcaat/Dwarven_Void<br />
<br />
'''Status:''' One branch complete, most incomplete<br />
<br />
'''Length:''' 11-12 scenarios (branch dependent)<br />
<br />
'''Version:''' 0.6.12<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' RPG/minigames<br />
<br />
'''Faction/Era:''' Gryphon/Orc<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=2906&start=195&<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
==== Aldur The Great ====<br />
<br />
''This is a story about Aldur the Great.''<br />
<br />
'''Author:''' pintercsabi<br />
<br />
'''Status:''' Complete, but unbalanced<br />
<br />
'''Length:''' 5 playable scenarios<br />
<br />
'''Version:''' 1.2.2<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' -<br />
<br />
'''Note:''' (Adamant14) Short unbalanced campaign, maybe abandoned. You fight with Peasants, Ruffians and Woodsman against Orcs<br />
<br />
<br />
==== Alfhelm the Wise ====<br />
<br />
''This is the tale of Alfhelm, called by some the Wise, son of Alfric Conqueror. This is the tale of his victories over his enemies, and his rise to power in the clans of Marauderdom. This is the tale of his journey south and his destruction of the Lavinian Empire. And this is the tale of his demise in the dark forests far to the east of his homeland.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 15 gameplay scenarios <br />
<br />
'''Version:''' 0.6.0<br />
<br />
'''Difficulty:''' Moderate<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Marauders.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=17144<br />
<br />
'''Note:''' (Maintainer) Though this campaign is complete and playable the whole way through, the code is four years old and pretty buggy. If you notice any errors while playing, please let me know and I'll incorporate the fixes into my next revision as soon as possible.]<br />
<br />
<br />
==== A New Order ====<br />
<br />
''The old kingdom of Wesnoth has fallen before barbarian hordes. The occupying barbarians are on the brink of civil war, the seeds of Wesnothian rebellion are kept alive by old legends, while bandits and Khalifate mercenaries roam the land. Can Gawen Hagarthen unite these disparate factions against a common foe?<br />
Note: This campaign contains mature themes, some of which may be unsuitable for children.<br />
<br />
'''Author:''' szopen<br />
<br />
'''Status:''' Finished. <br />
<br />
'''Length:''' 45 scenarios.<br />
<br />
'''Version: ''' 1.2.15<br />
<br />
'''Requirements:''' Requires BfW 1.10. In addition, you have to install Era Khalifate add-on; the Akladian Music package is optional<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Akladians, Khalifate<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6486<br />
<br />
'''Note:''' (Pyrophorus) Certainly one of the most mature and well designed campaign in add-ons. A must.<br />
<br />
''' [http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#A_New_Order Players’ Review(s)]'''<br />
<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 9 playable scenarios / 1 cutscene<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
<br />
==== A Story of the Northlands ====<br />
<br />
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''<br />
<br />
'''Author:''' zepko<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''<br />
<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.4.4.a<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
==== Battle Against Time ====<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
==== Besieged Druids ====<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
==== Bitter Revenge====<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
<br />
==== Cavanagh The Conqueror ====<br />
<br />
''This is the tale of Cavanagh Orc-Foundling, who was blessed by the gods to conquer and unite all of the Great Continent. Orcs and elves, gods and men, queens and sorcerers populate this epic tale of revenge and redemption.''<br />
<br />
'''Author:''' TheEmptyLord (Programming, Map-making, Editing), Scott_Free(Story)<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 Playable Scenarios so far<br />
<br />
'''Version:''' 0.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, limited RPG, limited Large Battle<br />
<br />
'''Faction/Era:''' Default (Units from Northerners, Outlaws, Loyalists as well as other factions interspersed. Several custom units.)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=35927<br />
<br />
<br />
==== Cities of the Frontier ====<br />
<br />
''Settle a new town in the wilds north of the Great River.''<br />
<br />
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''<br />
<br />
'''Author:''' esci<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each<br />
'''Version:''' 0.5.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Simulation, Survival<br />
<br />
'''Faction/Era:''' Default, Loyalist<br />
<br />
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36004<br />
<br />
<br />
==== Considerate Dead ====<br />
<br />
''As the wind goes on and on, people discover necromancer aren't always bad. Made by tribes45 - No scenarios are done, 4 playable out of ??.''<br />
<br />
'''Author:''' tribes45 aka tribes55<br />
<br />
'''Status:''' Incomplete, unbalanced, abandoned<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' .009<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36522<br />
<br />
<br />
==== Count Kromire ====<br />
<br />
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Maintainer:''' currently none<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.3.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Myths, Vampires<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=21560<br />
<br />
<br />
==== Dystopia ====<br />
<br />
''During the reign of queen Asheviere, the province Annuvin rebelled. You, a royal agent, are sent to stop it.''<br />
<br />
'''Author:''' bumbadadabum<br />
<br />
'''Maintainer:''' ? <br />
<br />
'''Status:''' Broken (does not load at all)<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=35530&p=564646&hilit=dystopia#p514297<br />
<br />
<br />
==== Elvish Dynasty RPG ====<br />
<br />
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''<br />
<br />
''Sequel to Ooze Mini-Campaign''<br />
<br />
'''Author:''' spencelack<br />
<br />
'''Maintainer:''' Wesbane<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)<br />
<br />
'''Version:''' 0.9.9b<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=28627<br />
<br />
<br />
==== Fall of Silvium ====<br />
<br />
''You are Caius Regilius, Tribune of the province of Silvia, located in the northmost reaches of the Lavinian Empire at the height of its power. But the Empire has overextended itself, The city of Silvium lies seperated from the rest of the Empire by the mountains of Arendia, and is sandwiched between the Marauders and the Sidhe... war is inevitable, and the province of Silvia will almost certainly fall.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 0.6<br />
<br />
'''Difficulty:''' Medium<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Lavinian Legion.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=24356<br />
<br />
'''Note:''' The final level of this campaign is not supposed to be winnable. It's a final blaze of glory and chance to use all your high-powered units, but to 'win' the campaign, you must lose...the ending is similar to a certain mainline campaign, but predates it.<br />
<br />
<br />
==== Fate of a Princess ====<br />
<br />
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''<br />
<br />
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''<br />
<br />
'''Author:''' SkyOne, mich, Simons Mith<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts<br />
<br />
'''Version:''' 0.9.24<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.<br />
<br />
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''<br />
<br />
'''Required Wesnoth version:''' 1.9.12 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26327<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Fate_of_a_princess Players’ Review(s)]'''<br />
<br />
<br />
==== Flight to Freedom ====<br />
<br />
''Flight to Freedom chronicles the story of the drake hero Malakar, and his desperate cross-country flight out of slavery.''<br />
<br />
'''Authors:''' MadMax, Nova<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 5.1.2<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish, Large Battle, Puzzle<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Required Wesnoth version:''' 1.11.9 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=1887<br />
<br />
==== Forgotten Kingdom ====<br />
<br />
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''<br />
<br />
'''Author:''' Limabean<br />
<br />
'''Maintainer:''' Chrysophylax<br />
<br />
'''Status:''' Incomplete ( but all scenarios playable and balanced )<br />
<br />
'''Length:''' 9 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 0.1.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Goblins, Trolls<br />
<br />
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23483<br />
<br />
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, I hope Limabean and/or Chrysophylax will finish it.<br />
<br />
<br />
==== Forward they Cried ====<br />
<br />
''You are the leader of an advanced detachment that has been tasked with capturing a bridgehead while the main army prepares to attack. It should be a simple enough assignment.''<br />
<br />
'''Author:''' Glowing Fish <br />
<br />
'''Maintainer:''' 1.10 - Lord-Knightmare; 1.11 - Turuk<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 scenario ( rather a single scenario than a campaign )<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23656&p=350126&hilit=forward+they+cried#p350126<br />
<br />
'''Note:''' (Adamant14) Only a single scenario, but a great scenario.<br />
(UnwiseOwl) You wouldn't want to stop thinking for a turn, and it's good for the first few turns, but this one leaves me wanting more.<br />
<br />
<br />
==== Galuldur's First Journey ====<br />
<br />
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8-9 scenarios<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31895<br />
<br />
<br />
==== Girl unDead ====<br />
<br />
''A little undead girl fights against the Kingdom.'' <br />
<br />
'''Author:''' tapaboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 14 playable scenarios<br />
<br />
'''Version: ''' 1.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default undead,elves<br />
<br />
'''[http://units.wesnoth.org/1.10/Girl_unDead/en_US/Girl_unDead.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37458<br />
<br />
==== Grnk the Mighty ====<br />
<br />
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life. When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined. He also discovers that he is no ordinary goblin. Follow Grnk the Frail on his path to becoming Grnk the Mighty.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Part I complete<br />
<br />
'''Length:''' 13 scenarios<br />
<br />
'''Version:''' 1.0.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Default, changing (no standard army building gameplay)<br />
<br />
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''<br />
<br />
'''Required Wesnoth version:''' 1.9.5 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34970<br />
<br />
<br />
==== Hunter ====<br />
<br />
''This is a story. Not about a hunter. About thé Hunter.'' <br />
<br />
'''Author:''' Thor the God<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 4 scenario (unfinished ?)<br />
<br />
'''Version: ''' 0.0.1<br />
<br />
'''Difficulty:''' easy, unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default <br />
<br />
'''Forum:''' no forum thread<br />
<br />
<br />
==== Inky's Quest ====<br />
<br />
''The Cuttlefish Campaign<br />
Are the cuttlefish mere beasts or something more? What stories would they tell if they could speak? This story provides one possible answer.The easiest difficulty provides hints for novice players.''<br />
<br />
'''Author:''' Telchin<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 12 scenarios + story-only epilogue<br />
<br />
'''Version:''' 1.3.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom units (cuttlefish, tentacles, giant clams...). Enemies use both default era units and custom ones.<br />
<br />
'''[http://units.wesnoth.org/1.10/Inky_Quest/en_US/Inky_Quest.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32501<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== Invasion of Eliador ====<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
==== King ====<br />
<br />
''The adventure started when a simple man who was living far from Wesnoth discovered that he is the next king.''<br />
<br />
'''Author:''' Alexjercan<br />
<br />
'''Maintainer:''' -<br />
<br />
'''Status:''' Broken, Unbalanced, Unfinished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.0.1<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Faction:''' Default<br />
<br />
'''Forum:''' no forum thread<br />
<br />
Note: (Adamant14) This campaign should be removed from the server (broken, no progress, no maintainer)<br />
<br />
<br />
==== Langrisser Sample Campaign ====<br />
<br />
''The Imperial Knights of the Rayguard Empire have disrupted the peace of the village that was Hein's hometown, seeking only a girl named Liana. Fight to rescue Liana.''<br />
<br />
'''Author:''' Morath<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 playable scenario<br />
<br />
'''Version:''' 0.1.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36417&hilit=Langrisser<br />
<br />
'''Wikipedia:''' [http://en.wikipedia.org/wiki/Langrisser What is Langrisser]<br />
<br />
'''Note:''' (Adamant14) Single scenario, different from usual Wesnoth behaviour.<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== Merry Christmas ====<br />
<br />
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 playable scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom<br />
<br />
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32519<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Only_Death_Behind Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Panther Lord ====<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
==== Random Campaign ====<br />
<br />
''Gain experience playing the Default Era faction of your choice in a campaign setting''<br />
<br />
'''Author:''' SigurdFireDragon<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Age of Heroes, & Era of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32922<br />
<br />
'''Note:''' (Author) A 4 scenario version is under the multiplayer button, which lets you choose any era.<br />
Intended for players to gain practice with a faction and learn sound strategies using faction specific adjustments against random factions from the chosen era.<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== Return of the Monster ====<br />
<br />
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''<br />
<br />
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''<br />
<br />
'''Author:''' SkyOne<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 16 playable, 2 dialog scenarios<br />
<br />
'''Version:''' 0.7.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).<br />
<br />
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''<br />
<br />
'''Required Wesnoth version:''' 1.10.x<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36438<br />
<br />
<br />
==== Return to Noelren ====<br />
<br />
''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''<br />
<br />
'''Author:''' Pyrophorus<br />
<br />
'''Status:''' Complete.<br />
<br />
'''Length:''' 26 scenarios + 7 cut scenes<br />
<br />
'''Version: ''' 0.7.6<br />
<br />
'''Requirements:''' BfW 1.10 (not tested on 1.11)<br />
<br />
'''Difficulty:''' Easy, unbalanced<br />
<br />
'''Style:''' Skirmish, RPG, Large Battle, Simulation<br />
<br />
'''Faction/Era:''' Default + custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/ReturnToNoelren/en_US/ReturnToNoelren.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34685#p501026<br />
<br />
'''Note:''' (Adamant14) I never saw so much fantastic and new ideas in one single UMC, wow!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Return_to_Noelren Players’ Review(s)]'''<br />
<br />
<br />
==== Return to Ruins ====<br />
<br />
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''<br />
<br />
'''Author:''' Jeff Stevens (Ulfsark)<br />
<br />
'''Composer:''' Paul Fredericks (paulfredericksmusic.com)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 0.5.1<br />
<br />
'''Difficulty:''' Easy,Normal,Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default,(Loyalists, Outlaws)<br />
<br />
'''Required Wesnoth version:''' 1.10.x <br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37790&sid=9059f18497cda1219f42a626544d0ffd&p=540646#p540646<br />
<br />
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Salt Wars ====<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.2.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
==== Shameless Crossover Excuse ====<br />
<br />
''Fugitive dark sorcerer Gwiti Ha'atel discovers he has the power to mess with Wesnoth's continuity. His quest for revenge on the NPCs who have used his portraits will lead him through perils untold and in-jokes unnumbered, but shall pale before the horror he finds at his quest's end.''<br />
<br />
'''Author:''' Orcish Shyde, Mountain_King<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32016&start=15<br />
<br />
<br />
==== Swamplings ====<br />
<br />
''Banished by Yushnak the Ponderer, a tribe of lowly swamp goblins endure in the deadly mire of Pogo Bog. Four centuries before the founding of Wesnoth, this is the story of the goblins' struggle against the intrigues and betrayals of the greater races, and the rise of the first wolf rider.''<br />
<br />
'''Author:''' John Rawlins (boru)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.1.7n<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Goblins<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29784<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Swamplings Players’ Review(s)]'''<br />
<br />
<br />
==== Swamp Witch's Curse ====<br />
<br />
''A Faerie tale form the World of Four Moons.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.0<br />
<br />
'''Difficulty:''' Expert<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Freemen<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40467<br />
<br />
==== Talentless Mage====<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''<br />
<br />
<br />
==== The Attack of the Western Cavalry ====<br />
<br />
''The story of the century's biggest invasion from the West. A story with the destiny of Wesnoth depending on your decisions; save, or remove it?''<br />
<br />
'''Author & Maintainer:''' WhiteWolf<br />
<br />
'''Status:''' Under development, second beta phase<br />
<br />
'''Length:''' 18, 19 or 20 maps, depending on your decisions<br />
<br />
'''Version:''' 1.1.7beta"<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' Mixed (Large battle & Stimulation & RPG & Skirmish)<br />
<br />
'''Faction/Era:''' Custom, mixed (undead & human & elvish & custom)<br />
<br />
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36294<br />
<br />
<br />
==== The Blind Sentinel ====<br />
<br />
''The story of a mysterious soldier, the Blind Sentinel, and the wilds of the North, the Nightbrethren. Will Wesnoth vanquish the appreaching Doom? It only depends on you, the Player...''<br />
<br />
'''Author:''' WhiteWolf<br />
<br />
'''Status:''' Under development, first beta phase<br />
<br />
'''Length:''' 29 maps (26 playable) + bonus map (still experimental)<br />
<br />
'''Version:''' 1.1.3beta"<br />
<br />
'''Difficulty:''' Intermediate/Expert<br />
<br />
'''Style:''' Mixed/Custom<br />
<br />
'''Faction/Era:''' Humans,Undead,Custom<br />
<br />
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39269<br />
<br />
<br />
==== The Dark Alliance ====<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.3"<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Dark_Alliance/en_US/The%20Dark%20Alliance.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
==== The Dark Hordes ====<br />
<br />
''Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.''<br />
<br />
'''Author:''' Circon<br />
<br />
'''Maintainer:''' Various<br />
<br />
'''Status:''' Incomplete/WIP<br />
<br />
'''Length:''' 11/?<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:'''<br />
<br />
'''Difficulty:'''<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default undead<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''<br />
<br />
'''Walkthrough:''' [[TheDarkHordes]]<br />
<br />
'''Forum:''' [[http://forums.wesnoth.org/viewtopic.php?f=8&t=16576&]]<br />
<br />
<br />
==== The Devil's Flute ====<br />
<br />
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''<br />
<br />
'''Author:''' lipk<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Devils_Flute/en_US/The_Devils_Flute.html Custom Units]'''<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Epic of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
==== The Fall of Wesnoth ====<br />
<br />
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''<br />
<br />
'''Author:''' Pewskeepski<br />
<br />
'''Status:''' 1st part complete, 2nd WIP.<br />
<br />
'''Length:''' 10 playable scenarios<br />
<br />
'''Version:''' 1.0.8<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Outlaws<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== The Founding of Borstep ====<br />
<br />
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!'' <br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 and 1 dialogue only<br />
<br />
'''Version:''' 1.1.1b<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Northerners<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29264<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Founding_of_Borstep Player's Review]'''<br />
<br />
<br />
<br />
'''Note:''' (Kanzil) I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.<br />
<br />
'''Note:''' (beetlenaut--author) In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I ''hope'' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.<br />
<br />
==== The Great Invasion ====<br />
<br />
''Argon, a great ruler, Jer, a simple peasant, Gorn, a dwarvish lord, and Elon, an Elvish High Lord, Were fighting against the darkness.13 Scenario some are difficult''<br />
<br />
'''Author:''' Alexjercan<br />
<br />
'''Maintainer:''' -<br />
<br />
'''Status:''' Broken<br />
<br />
'''Length:''' 9 "playable" scenarios + 3 talk scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Faction:''' Default<br />
<br />
'''Forum:''' no forum thread<br />
<br />
Note: (Adamant14) This campaign should be removed from the server (broken, no progress, no maintainer)<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
'''Notes:'''<br />
<br />
----<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
'''Version:''' 1.5.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' (does it have one?)<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== The Unstoppable Legion ====<br />
<br />
''Horseback campaign. The kingdom of Suveran, far away from Wesnoth, is under attack. Only Deuterus, a Great Druid, knows their weakness and only Viktor, a young noble, dares go on the quest to stop them.''<br />
<br />
'''Author:''' Chris Neville-Smith (Chris NS)<br />
<br />
'''Maintainer:''' Chris Neville-Smith (Chris NS)<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' Currently 15 playable sceanrios, including a fork of three paths near the beginning, and another fork of two paths later on.<br />
<br />
'''Version:''' 0.8.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Mainly Skirmish<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Unstoppable_Legion/en_US/The_Unstoppable_Legion.html Custom units]'''<br />
<br />
'''Faction/Era:''' Play mounted units, including expanded Cavalryman line, and completely new Bowrider line. Joined later by Dwarves. Main enemies are the dark fighters and dark cultists.<br />
<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== Up from Slavery ====<br />
<br />
''The Orcei are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios<br />
<br />
'''Version:''' 0.6.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)<br />
<br />
'''Faction/Era:''' Imperial Era, Orcei Gladiatores<br />
<br />
'''Note:''' (Maintainer) At some point, I am intending to completely re-work this campaign to be a multi-player campaign, with one side led by Sparxus and one by Gravirivus. If anyone would like to take this on or has ideas for how to accomplish this, let us know. Nevertheless, its playable as a single player campaign now with some nice ideas that could be developed further.]<br />
<br />
<br />
==== Warmaster ====<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
<br />
==== Way of Dragon ====<br />
<br />
''The story of what might happen if a person against his will transform into a dragon...''<br />
<br />
'''Author:''' DrakeDragon<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 7 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/RPG<br />
<br />
'''Faction/Era:''' Default Loyalists<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37876 Wesnoth Forum] [http://uporoom.ru/index.php/topic,179.0.html Russian Forum]<br />
<br />
'''Note:''' (Adamant14) Promising short campaign, you play with just a few units.<br />
<br />
=== Eras ===<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Chaotic): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and fight well in any rough terrain but low on hp. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.4.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
* <b>Description:</b> An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
* <b>Author:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Maintainer:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Status:</b> Finished<br />
<br />
* <b>Faction Descriptions:</b> (Descriptions to be added later)<br />
<br />
01. Aragwaithi<br />
<br />
02. Windsong<br />
<br />
03. Human Alliance<br />
<br />
04. Orcish Union<br />
<br />
05. Southerners<br />
<br />
06. Outlaws<br />
<br />
07. Elementals<br />
<br />
08. Undead<br />
<br />
09. Drakes<br />
<br />
10. Dark Legion<br />
<br />
11. Sylvans<br />
<br />
12. Minotaurs<br />
<br />
13. Vampires<br />
<br />
* <b>Version:</b> 1.1.5.1<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=56221Guide to UMC Content2015-04-13T08:16:51Z<p>Taptap: renamed 1.11 to 1.12 (and removed 1.10 to subpage)</p>
<hr />
<div>This is a guide to the current (1.10.x/1.11.x) UMC content for players. It aims to provide unfamiliar players detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. See also [[Player_UMC_Reviews|Player UMC Reviews]], as well as [http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 here] for further information and [http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 here] for currently non-available UMC-content. Feel free to edit this, it is a wiki.<br />
<br />
== Blueprint for Campaigns ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, some progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Length:</b><br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Difficulty:</b><br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
** <b>Unbalanced</b> = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
** <b>Easy</b><br />
** <b>Normal</b><br />
** <b>Hard</b><br />
<br />
* <b>Style:</b> <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
** <b>Skirmish</b> = small to medium sized armies, your standard Wesnoth gameplay<br />
** <b>Dungeon</b> = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
** <b>RPG</b> = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
** <b>Survival</b> = being exposed to changing, spawning enemies while remaining on the same map<br />
** <b>Large Battle</b> = large number of units on the battlefield, sizely maps<br />
** <b>Simulation</b> = campaigns feat. terrain modification, alternative resources<br />
** <b>Boss battle</b> = the challenge is to defeat a single powerful enemy unit<br />
** <b>Minigames</b> = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
* <b>Faction/Era:</b> Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
* <b>Custom units:</b> Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Blueprint for Eras ==<br />
<br />
* <b>Description:</b><br />
<br />
* <b>Author:</b><br />
<br />
* <b>Maintainer:</b> if not maintained by the author anymore.<br />
<br />
* <b>Status:</b><br />
** <b>Broken</b> = Does not work at all<br />
** <b>Incomplete</b> = Partially written, no progress<br />
** <b>WIP</b> = Partially written, progress<br />
** <b>Complete</b> = Completely written, but buggy as well as potential balance issues.<br />
** <b>Finished</b> = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
* <b>Faction Descriptions:</b> Describe your individual factions here.<br />
<br />
* <b>Version:</b><br />
<br />
* <b>Requirements:</b> (only if needed)<br />
<br />
* <b>Forum:</b> Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.12.x - stable ==<br />
<br />
=== Campaigns ===<br />
<br />
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''<br />
<br />
==== A Gryphon's Tale ====<br />
<br />
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''<br />
<br />
'''Author:''' Ringcaat/Dwarven_Void<br />
<br />
'''Status:''' One branch complete, most incomplete<br />
<br />
'''Length:''' 11-12 scenarios (branch dependent)<br />
<br />
'''Version:''' 0.6.12<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' RPG/minigames<br />
<br />
'''Faction/Era:''' Gryphon/Orc<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=2906&start=195&<br />
<br />
<br />
==== After the Storm ====<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
==== Antar, Son of Rheor ====<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.10.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
==== A Song of Fire (The Dragon Trilogy, Part I) ====<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.5.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
==== A Vision Blinded ====<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====<br />
<br />
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Incomplete<br />
<br />
'''Length:''' 38 scenarios<br />
<br />
'''Version:''' 0.3.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40389<br />
<br />
==== Bad Moon Rising ====<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
==== Birth of a Lich ====<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
==== Coming of the Storm ====<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
==== Invasion from the Unknown ====<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
'''Note:''' (taptap) Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.<br />
<br />
<br />
==== Invasion of Eliador ====<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
==== Legend of Far North ====<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
==== Legend of the Invincibles ====<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
==== Merry Christmas ====<br />
<br />
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 playable scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom<br />
<br />
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32519<br />
<br />
<br />
==== Only Death Behind ====<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
==== Rebellion in the North ====<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
==== Roboke's Island ====<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
<br />
==== Ruthless ====<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
==== Saving Elensefar ====<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[Saving_Elensefar]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
==== Secrets of the Ancients ====<br />
<br />
''From the Journal of Ardonna of Tarrynth:''<br />
<br />
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''<br />
<br />
'''Author:''' beetlenaut<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 18 playable scenarios + 3 story only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead/Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=40545<br />
<br />
<br />
==== Soldier of Wesnoth ====<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 2.0.0<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
==== Sven's Adventure ====<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
<br />
==== The Devil's Flute ====<br />
<br />
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''<br />
<br />
'''Author:''' lipk<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
==== The Earth's Gut ====<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
==== The Epic of Vaniyera ====<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
==== The Flight of Drakes ====<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
==== The Legend Begins ====<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.<br />
<br />
Episode 1 - 28 scenarios<br />
<br />
Episode 2 - 26 scenarios<br />
<br />
Episode 3 - 20 scenarios<br />
<br />
'''Version:''' 0.5.2<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles<br />
<br />
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]<br />
<br />
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
'''Notes:'''<br />
<br />
----<br />
<br />
==== The Library of Kratemaqht ====<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
==== The Militia ====<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
==== The Rising ====<br />
<br />
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''<br />
<br />
'''Author:''' Paulomat4<br />
<br />
'''Status:''' unfinished<br />
<br />
'''Length:''' 8 scenarios, 1 talking only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' challenging<br />
<br />
'''Style:''' Skirmish, Large Battle, RPG-elements <br />
<br />
'''Faction/Era:''' Default, Elves, Humans<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39512<br />
<br />
<br />
==== The Roar of the Woses ====<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
==== The Three Elves ====<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' (does it have one?)<br />
<br />
<br />
==== The Sojournings of Grog ====<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
==== The White Troll ====<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
<br />
==== To Lands Unknown ====<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
==== War of the Jewel (The Dragon Trilogy, Part II)====<br />
<br />
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 38 scenarios + epilogue<br />
<br />
'''Version:''' 0.2.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/Large Battle<br />
<br />
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39618&p=562944#p562944<br />
<br />
==== Warmaster ====<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
=== Eras ===<br />
<br />
[[Category:Campaigns|*]]<br />
[[Category:Eras|*]]<br />
<br />
==== Era of Four Moons ====<br />
<br />
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Status:'''<br />
<br />
'''Faction Descriptions:''' The four core factions are:<br />
<br />
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.<br />
<br />
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.<br />
<br />
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. <br />
<br />
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.<br />
<br />
The other factions are:<br />
<br />
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.<br />
<br />
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.<br />
<br />
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.<br />
<br />
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.<br />
<br />
'''Version: ''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&t=30513<br />
<br />
==== War of Legends ====<br />
* <b>Description:</b> An era based on the continent of Arkenova as well as other parts of Irdya.<br />
<br />
* <b>Author:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Maintainer:</b> Tahsin Jahin Khalid (Lord-Knyghtmare)<br />
<br />
* <b>Status:</b> Finished<br />
<br />
* <b>Faction Descriptions:</b> (Descriptions to be added later)<br />
<br />
01. Aragwaithi<br />
<br />
02. Windsong<br />
<br />
03. Human Alliance<br />
<br />
04. Orcish Union<br />
<br />
05. Southerners<br />
<br />
06. Outlaws<br />
<br />
07. Elementals<br />
<br />
08. Undead<br />
<br />
09. Drakes<br />
<br />
10. Dark Legion<br />
<br />
11. Sylvans<br />
<br />
12. Minotaurs<br />
<br />
13. Vampires<br />
<br />
* <b>Version:</b> 1.1.5.1<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=30087 Development and Feedback Thread]<br />
<br />
==== Era of Magic(EoMa) ====<br />
* <b>Description:</b> Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign "To Lands Unknown". <br />
* <b>Author:</b> Inferno8<br />
<br />
* <b>Maintainer:</b> Inferno8<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> <br />
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.<br />
<br />
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. <br />
(The campaign "To Lands Unknown" is mainly about the story of this faction)<br />
<br />
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.<br />
<br />
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
<br />
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.<br />
<br />
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
<br />
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.<br />
<br />
Destroyers - a terrifying undead creations consisting of civilizations long gone...<br />
<br />
* <b>Version:</b> 1.1.1 (February 18th, 2015)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=20039 Development and Feedback Thread]<br />
<br />
<br />
==== Ageless Era ====<br />
* <b>Description:</b> Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more than an era pack than an era.<br />
<br />
* <b>Author:</b> mnewton1, Ravana and various<br />
<br />
* <b>Maintainer:</b> Ravana<br />
<br />
* <b>Status:</b> Finished; Available on 1.10 and 1.12 add-on server<br />
<br />
* <b>Faction Descriptions:</b> Currently There are 87 factions in the era:<br />
<br />
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate<br />
<br />
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves<br />
<br />
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs<br />
<br />
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites<br />
<br />
Era of the Future: Welkin, Brungar<br />
<br />
BEEM: Anakes, Calidonians, Wood Warriors<br />
<br />
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive<br />
<br />
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong<br />
<br />
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates<br />
<br />
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe<br />
<br />
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs<br />
<br />
Era of Magic: Barbarians, Darkblood Alliance, Enlightened Ones, Kharos, Runemasters, Summoners, Tharis, Destroyers<br />
<br />
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight<br />
<br />
* <b>Version:</b> 4.12.1 (November 28th, 2014)<br />
<br />
* <b>Forum:</b> [http://forums.wesnoth.org/viewtopic.php?f=19&t=25274 Development and Feedback Thread]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=HeirToTheThrone&diff=52370HeirToTheThrone2013-11-06T18:14:00Z<p>Taptap: </p>
<hr />
<div>This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.<br />
<br />
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.<br />
<br />
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer. If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.<br />
<br />
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).<br />
<br />
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another "Heir to the Throne" walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to "Heir to the Throne"] is a detailed guide, with illustrations and commentary, to the first six scenarios.<br />
<br />
'''Warning - spoilers ahead!'''<br />
<br />
== Scenario 1 - The Elves Besieged ==<br />
* Objective: Move Konrad to the signpost.<br />
* Lose if: Konrad or Delfador die or turns run out.<br />
* Turns: 16/14/12 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador.<br />
<br />
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, "Accelerated Speed" or maybe even "Skip AI Moves".<br />
<br />
This scenario is a "runner" scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. <br />
<br />
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.<br />
<br />
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will "level up" and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.<br />
<br />
Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].<br />
<br />
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.<br />
<br />
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.<br />
<br />
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.<br />
<br />
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the "leadership" ability, both will come in handy time and again.<br />
<br />
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.<br />
<br />
Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.<br />
<br />
Early finish bonus: 32 gold per turn.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].<br />
<br />
== Scenario 2 - Blackwater Port ==<br />
* Objectives: Either<br />
** Resist until the end of the scenario, or..<br />
** Defeat the enemy leader.<br />
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.<br />
* Turns: 12/12/9 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Haldiel.<br />
* Other<br />
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.<br />
** You can recruit horseman units now.<br />
<br />
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].<br />
<br />
'''Horsemen'''<br />
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the "Damage Calculations" until you get the knack of it.<br><br />
<br />
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!<br />
<br />
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle. This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.<br />
<br />
Sir Kaylan will send one or two horsemen to the enemy lines to assist you. Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. <br />
<br />
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.<br />
<br />
There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.<br />
<br />
If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.<br />
<br />
Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].<br />
<br />
== Scenario 3 - Isle of Alduin ==<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Konrad or Delfador die or turns run out.<br />
* Turns: 34/24/21 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador.<br />
* Other<br />
** A loyal mage named Elrian is hiding in a village near your keep.<br />
** After finding Elrian, you'll be able to recruit magi.<br />
<br />
The key to victory is to control the villages, earning the gold you need to recruit or recall troops. You have the option to send the majority of your army west or south with village grabbers going the opposite direction. If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.<br />
<br />
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.<br />
<br />
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is "quick" and the fighter recruited to fill the southeastern hex of your castle is also "quick". If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.<br />
<br />
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.<br />
<br />
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.<br />
<br />
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.<br />
<br />
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the "leadership" skill. When a shaman levels up, they get the "cure" skill.<br />
<br />
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.<br />
<br />
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].<br />
<br />
== Scenario 4 - Bay of Pearls ==<br />
* Objective: Either<br />
** Defeat one enemy leader, and resist the other until turns run out, or<br />
** Defeat all enemy leaders (early finish bonus).<br />
* Lose if: Konrad dies or turns run out.<br />
* Turns: 27/24/21 (easy/medium/hard)<br />
* Starting units: Konrad.<br />
* Other<br />
** A storm trident is located on the northwest.<br />
<br />
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.<br />
<br />
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.<br />
<br />
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.<br />
<br />
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a "quick" merman pick it up (who should eventually become a Hoplite).<br />
<br />
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.<br />
<br />
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.<br />
<br />
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. <br />
<br />
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage, and an elven fighter to level-2 (if you haven't already).<br />
<br />
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).<br />
<br />
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].<br />
<br />
== Diverging campaign path ==<br />
=== Scenario 5A - Muff Malal's Peninsula ===<br />
Scenario objectives: Kill the enemy leader.<br />
<br />
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy. The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.<br />
<br />
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.<br />
<br />
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.<br />
<br />
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides. Don't forget to use Konrad in the attack.<br />
<br />
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.<br />
<br />
Early finish bonus for killing the enemy leader.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].<br />
<br />
=== Scenario 5B - Isle of the Damned ===<br />
* Objective: Either<br />
** Resist until turns run out, or<br />
** Defeat all enemy leaders (special bonus)<br />
* Lose if: Konrad dies.<br />
* Turns: 28/26/24 (easy/medium/hard)<br />
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters<br />
* Other<br />
** Thugs, Poachers and Footpads can be recruited in this scenario.<br />
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.<br />
<br />
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw. In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.<br />
<br />
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.<br />
<br />
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.<br />
<br />
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.<br />
<br />
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.<br />
<br />
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.<br />
<br />
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].<br />
<br />
== Scenario 6 - The Siege of Elensefar ==<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Konrad dies or turns run out.<br />
* Turns: 40/32/29 (easy/medium/hard)<br />
* Starting units: Konrad, one veteran unit (typically an elf).<br />
* Other<br />
** A group of thieves/rogues join your party in the first few turns.<br />
<br />
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!<br />
<br />
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.<br />
<br />
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).<br />
<br />
After you defeat the orcs, you must fight your way north. Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land. Horsemen and elvish fighters and archers do reduced damage to skeletons. It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties. Also, don't forget that mages can't take a lot of abuse, especially from melee attacks. You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.<br />
<br />
If you approach this scenario patiently, it is helpful to smuggle a scout past Elensefar to distract and steal villages in the green hinterland.<br />
<br />
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units. Two adjacent healers will heal each other.<br />
<br />
Early finish bonus for killing both enemy leaders.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].<br />
<br />
== Scenario 7 - Crossroads ==<br />
* Objective: Defeat the north-eastern enemy leader.<br />
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.<br />
* Turns: 37/34/31 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz.<br />
* Other<br />
** There are many enemies hidden in the mountains, placed at random.<br />
** Two loyal units, an elf fighter and an elf archer, join you.<br />
<br />
There are two strategies: either to "run for it", or "kill them all". Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.<br />
<br />
If you choose to run, recall two turn's worth of troops. Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains. The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.<br />
<br />
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south. Overcome the southern leader, and recruit more troops in his castle. Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)<br />
<br />
Note: The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills. Keep in mind that they, too, are Loyal troops.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].<br />
<br />
== Scenario 8 - The Princess of Wesnoth ==<br />
* Objective: Force Li'sar to surrender.<br />
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.<br />
* Turns: 31/28/25 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).<br />
<br />
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar. Instead of dying when you "kill" her, she surrenders.<br />
<br />
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them. Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.<br />
<br />
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10. Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position. You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.<br />
<br />
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].<br />
<br />
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.<br />
<br />
== Scenario 9 - The Valley of Death ==<br />
* Objective: Survive for 12 turns.<br />
* Lose if: Konrad, Delfador or Kalenz die.<br />
* Turns: 12/12/12 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).<br />
* Other<br />
** The map contains two holy water objects, useful for attacking undead enemies.<br />
<br />
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water. They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.<br />
<br />
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:<br />
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.<br />
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.<br />
<br />
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.<br />
<br />
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.<br />
<br />
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...<br />
<br />
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.<br />
<br />
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.<br />
<br />
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading <b>and</b> by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).<br />
<br />
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].<br />
<br />
== Scenario 10 - Gryphon Mountain ==<br />
* Objectives: Defeat the mother gryphon and the enemy commander.<br />
* Lose if: Konrad, Delfador or Kalenz die or turns run out.<br />
* Turns: 27/24/21 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz<br />
* Early finish bonus: 24 gold / turn<br />
* Other:<br />
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.<br />
<br />
Konrad starts in the lower left corner of the map. General Robryn, commanding Loyalist troops, is in the upper right. In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.<br />
<br />
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios. Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost. Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you. <br />
<br />
For a quick victory to earn the early finish bonus, head up the right side of the mountains. To earn experience, head towards the Mother Gryphon, and the enemy will come to you.<br />
<br />
== Scenario 11 - The Ford of Abez ==<br />
* Objective: Move Konrad to the north side of the river.<br />
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.<br />
* Turns: 27/24/21 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz.<br />
* Other:<br />
** A storm trident is located in the middle of the river.<br />
<br />
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.<br />
<br />
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.<br />
<br />
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. <br />
<br />
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.<br />
<br />
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. <br />
<br />
Early finish bonus for getting Konrad onto dry land.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]<br />
<br />
== Scenario 12 - Northern Winter ==<br />
* Objective: Defeat all enemy leaders (2 of them).<br />
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.<br />
* Turns: 50/40/40 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).<br />
* Early finish bonus: 47 / turn<br />
* Other<br />
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.<br />
<br />
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.<br />
<br />
== Scenario 13 - The Dwarven Doors ==<br />
* Objective: Move Konrad to the entrance of the dwarven tunnels.<br />
* Lose if: Konrad, Delfador or Kalenz die or turns run out.<br />
* Turns: 26/20/15 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).<br />
<br />
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the "Great Gates", clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).<br />
<br />
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.<br />
<br />
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.<br />
<br />
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).<br />
<br />
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.<br />
<br />
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.<br />
<br />
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.<br />
<br />
== Scenario 14 - Plunging into the Darkness ==<br />
* Objective: Find the dwarves.<br />
* Lose if: Konrad, Delfador or Kalenz die.<br />
* Turns: Unlimited.<br />
* Starting units: Konrad, Delfador, Kalenz.<br />
* Other:<br />
** Secret pasage in south-western part of the tunnel.<br />
<br />
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.<br />
<br />
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.<br />
<br />
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?<br />
<br />
== Scenario 15 - The Lost General ==<br />
* Objective: Kill all enemy leaders (there are two).<br />
* Lose if: Konrad, Delfador or Kalenz die or turns run out.<br />
* Turns: 64/60/54 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz.<br />
* Other<br />
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.<br />
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.<br />
<br />
Moving underground is slow, especially for elves. Their fighters and archers are also ineffective against undead. Outriders and slyphs might be worth recalling, if you can afford them. Likewise, gryphons and horsemen are bogged down. Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)<br />
<br />
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south. To the west is the usual orc/troll force. In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. <br />
<br />
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls. If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead. If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead. Don't take too long, as Lionel will break forth on turn 20.<br />
<br />
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says "Guest Quarters", regardless of when this happens.<br />
<br />
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.<br />
<br />
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.<br />
<br />
== Scenario 16 - Hasty Alliance ==<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.<br />
* Turns: 33/30/27 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz.<br />
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar<br />
<br />
Li'sar is about to attack, when you are surrounded by orcs and trolls. She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.<br />
<br />
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario. <br />
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader. Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.<br />
<br />
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin<br />
<br />
== Scenario 17 - The Sceptre of Fire ==<br />
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.<br />
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.<br />
* Turns: 50/45/35 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar.<br />
* Early finish bonus: n/a<br />
* Other:<br />
** 300 gold gift from Li'sar.<br />
** Milk this level for experience as there is no early finish bonus.<br />
** Randomly generated map.<br />
<br />
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is.<br />
<br />
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.<br />
<br />
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.<br />
<br />
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. <br />
<br />
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.<br />
<br />
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.<br />
<br />
== Scenario 18 - A Choice Must Be Made ==<br />
* Objective: Defeat either of the leaders.<br />
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.<br />
* Turns: 33/30/27 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar.<br />
* Other:<br />
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:<br />
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].<br />
*** Southern (Undead) leader: [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].<br />
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].<br />
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.<br />
** First real chance to level gryphons.<br />
<br />
Scenario objectives: Kill either leader.<br />
<br />
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.<br />
<br />
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.<br />
<br />
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.<br />
<br />
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.<br />
<br />
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.<br />
<br />
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.<br />
<br />
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.<br />
<br />
== Diverging campaign path ==<br />
=== Scenario 19A - Snow Plains ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.<br />
* Turns: 43/40/37 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar.<br />
* Other:<br />
** Obtain the Flaming Sword.<br />
** Li'sar will tell you about her relationship with her mother.<br />
<br />
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.<br />
<br />
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).<br />
<br />
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.<br />
<br />
=== Scenario 19B - Swamp Of Dread ===<br />
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)<br />
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)<br />
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out<br />
*Turns: 33/30/27 (easy/medium/hard)<br />
*Starting units: Konrad, Delfador, Kalenz, Li'sar.<br />
*Early finish bonus: 26/turn (on Medium difficulty)<br />
*Other:<br />
**Void Armor from one of the enemy leaders.<br />
<br />
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.<br />
<br />
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)<br />
<br />
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.<br />
<br />
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.<br />
<br />
Early finish bonus for killing all 5 enemy leaders.<br />
<br />
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&t=10269 forum discussion].<br />
<br />
=== Scenario 19C - The Cliffs of Thoria ===<br />
* Objectives:<br />
*# Make it to the end of the river, to the east.<br />
*# Reach the cave with Konrad.<br />
* Bonus Objectives: Rescue the loyal Sergeant.<br />
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.<br />
* Turns: 55/50/45 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.<br />
* Early finish bonus: 27 per turn<br />
* Other:<br />
** Loyal Sergeant on SE corner island.<br />
** A storm trident is located near the first two islands.<br />
** You find small amounts of gold on each drake base you conquer.<br />
<br />
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.<br />
<br />
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.<br />
<br />
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.<br />
<br />
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.<br />
<br />
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.<br />
<br />
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need gryphons for that.<br />
<br />
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.<br />
<br />
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked "cave entrance" in the middle of the northern edge of the map. Start walking early, he'll take a while.<br />
<br />
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.<br />
<br />
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.<br />
<br />
== Divergent Campaign Paths ==<br />
<br />
=== Scenario 20A - Home of the North Elves ===<br />
* Objectives:<br />
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.<br />
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out<br />
* Turns: 18<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar<br />
* Early finish bonus: 47 Gold per turn<br />
* Other:<br />
** Your base will be dismantled after the first turn<br />
<br />
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].<br />
<br />
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.<br />
<br />
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.<br />
<br />
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.<br />
<br />
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is "not important". During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.<br />
<br />
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.<br />
<br />
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.<br />
<br />
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&t=10270 forum discussion].<br />
<br />
=== Scenario 20B - Underground Channels ===<br />
* Objective: Find the exit from the underground and move Konrad to it.<br />
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.<br />
* Turns: 80/70/60 (easy/medium/hard)<br />
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.<br />
* Early finish bonus: 54 per turn<br />
<br />
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. <br />
<br />
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.<br />
<br />
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&t=20315 forum discussion].<br />
<br />
== Scenario 21 - The Elven Council ==<br />
This is a cut-scene furthering the storyline. No combat takes place.<br />
<br />
== Scenario 22 - Return to Wesnoth ==<br />
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.<br />
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.<br />
* Turns: 31/28/25 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar.<br />
<br />
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. <br />
<br />
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.<br />
<br />
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.<br />
<br />
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers. This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.<br />
<br />
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&t=10272 forum discussion]<br />
<br />
== Scenario 23 - Test of the Clans ==<br />
* Objectives: Either:<br />
** Defeat all 4 enemy leaders (Grand Knights), or<br />
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)<br />
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.<br />
* Turns: 53/50/47 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar.<br />
* Early finish bonus: 54 Gold per turn (on Medium difficulty)<br />
<br />
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).<br />
<br />
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.<br />
<br />
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.<br />
<br />
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank.<br />
<br />
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. <br />
<br />
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons. He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops. In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible. As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.<br />
<br />
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.<br />
<br />
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&t=10273 forum discussion].<br />
<br />
== Scenario 24 - The Battle for Wesnoth ==<br />
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)<br />
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out<br />
* Turns: 60<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map<br />
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)<br />
<br />
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). <br />
<br />
For front-line units, Dwarvish Guardsman, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. <br />
<br />
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.<br />
<br />
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.<br />
<br />
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.<br />
<br />
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll <br />
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.<br />
<br />
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. <br />
<br />
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.<br />
<br />
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.<br />
<br />
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&t=10271 forum discussion].<br />
<br />
== Scenario 25 - Epilogue ==<br />
<br />
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=HeirToTheThrone&diff=52369HeirToTheThrone2013-11-06T18:11:13Z<p>Taptap: /* Scenario 6 - The Siege of Elensefar */</p>
<hr />
<div>This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad.<br />
<br />
Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.<br />
<br />
The suggestions herein are mostly based on the ''Medium'' and ''Hard'' difficulty levels. It should be possible to win on the ''Easy'' difficulty level without trying very hard if you are an accomplished gamer. If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into ''Medium'' to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]]. You should also be familiar with the basics in [[WesnothManual]]—this is a walkthrough, not an exposition of basic game mechanics.<br />
<br />
There is a [http://forums.wesnoth.org/viewforum.php?f=39 subforum] for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).<br />
<br />
There are also some personal walkthrough forum posts, such as [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another "Heir to the Throne" walktrough]. Finally, [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough to "Heir to the Throne"] is a detailed guide, with illustrations and commentary, to the first six scenarios.<br />
<br />
'''Warning - spoilers ahead!'''<br />
<br />
== Scenario 1 - The Elves Besieged ==<br />
* Objective: Move Konrad to the signpost.<br />
* Lose if: Konrad or Delfador die or turns run out.<br />
* Turns: 16/14/12 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador.<br />
<br />
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, "Accelerated Speed" or maybe even "Skip AI Moves".<br />
<br />
This scenario is a "runner" scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. <br />
<br />
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.<br />
<br />
Other than getting Konrad on his way, the secondary objective you should pursue on this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will "level up" and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the ''coup de grâce''.<br />
<br />
Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].<br />
<br />
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.<br />
<br />
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.<br />
<br />
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.<br />
<br />
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the "leadership" ability, both will come in handy time and again.<br />
<br />
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.<br />
<br />
Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on ''hard'' difficulty, because all enemies will be particularly aggresive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.<br />
<br />
Early finish bonus: 32 gold per turn.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].<br />
<br />
== Scenario 2 - Blackwater Port ==<br />
* Objectives: Either<br />
** Resist until the end of the scenario, or..<br />
** Defeat the enemy leader.<br />
* Lose if: Konrad, Delfador or Sir Kaylan die or turns run out.<br />
* Turns: 12/12/9 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Haldiel.<br />
* Other<br />
** An extra loyal Knight unit as a bonus if the enemy leader is defeated on ''hard''.<br />
** You can recruit horseman units now.<br />
<br />
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [[CampaignStrategies#The_importance_of_loyalty|Campaign Strategies]].<br />
<br />
'''Horsemen'''<br />
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the "Damage Calculations" until you get the knack of it.<br><br />
<br />
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!<br />
<br />
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle. This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.<br />
<br />
Sir Kaylan will send one or two horsemen to the enemy lines to assist you. Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. <br />
<br />
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.<br />
<br />
There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.<br />
<br />
If you're playing on ''hard'' and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the ''intelligent'' trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. There have been, however, reports from users who have achieved this. You need some good luck distracting most the enemies away from the keep, enough to leave an opening for a few horseman units to charge on the leader during the day (on turn 8/9) in order to finish him off.<br />
<br />
Hint for the aim of getting the loyal knight (Anonymissimus): The wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].<br />
<br />
== Scenario 3 - Isle of Alduin ==<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Konrad or Delfador die or turns run out.<br />
* Turns: 34/24/21 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador.<br />
* Other<br />
** A loyal mage named Elrian is hiding in a village near your keep.<br />
** After finding Elrian, you'll be able to recruit magi.<br />
<br />
The key to victory is to control the villages, earning the gold you need to recruit or recall troops. You have the option to send the majority of your army west or south with village grabbers going the opposite direction. If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.<br />
<br />
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.<br />
<br />
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is "quick" and the fighter recruited to fill the southeastern hex of your castle is also "quick". If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.<br />
<br />
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.<br />
<br />
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.<br />
<br />
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.<br />
<br />
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the "leadership" skill. When a shaman levels up, they get the "cure" skill.<br />
<br />
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.<br />
<br />
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].<br />
<br />
== Scenario 4 - Bay of Pearls ==<br />
* Objective: Either<br />
** Defeat one enemy leader, and resist the other until turns run out, or<br />
** Defeat all enemy leaders (early finish bonus).<br />
* Lose if: Konrad dies or turns run out.<br />
* Turns: 27/24/21 (easy/medium/hard)<br />
* Starting units: Konrad.<br />
* Other<br />
** A storm trident is located on the northwest.<br />
<br />
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.<br />
<br />
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.<br />
<br />
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.<br />
<br />
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a "quick" merman pick it up (who should eventually become a Hoplite).<br />
<br />
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.<br />
<br />
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.<br />
<br />
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. <br />
<br />
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage, and an elven fighter to level-2 (if you haven't already).<br />
<br />
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).<br />
<br />
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].<br />
<br />
== Diverging campaign path ==<br />
=== Scenario 5A - Muff Malal's Peninsula ===<br />
Scenario objectives: Kill the enemy leader.<br />
<br />
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy. The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.<br />
<br />
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.<br />
<br />
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.<br />
<br />
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides. Don't forget to use Konrad in the attack.<br />
<br />
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.<br />
<br />
Early finish bonus for killing the enemy leader.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].<br />
<br />
=== Scenario 5B - Isle of the Damned ===<br />
* Objective: Either<br />
** Resist until turns run out, or<br />
** Defeat all enemy leaders (special bonus)<br />
* Lose if: Konrad dies.<br />
* Turns: 28/26/24 (easy/medium/hard)<br />
* Starting units: Konrad, Delurin (an Outlaw) and two Merman Fighters<br />
* Other<br />
** Thugs, Poachers and Footpads can be recruited in this scenario.<br />
** Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.<br />
<br />
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Delurin, a level 2 Outlaw. In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.<br />
<br />
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.<br />
<br />
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.<br />
<br />
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.<br />
<br />
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.<br />
<br />
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.<br />
<br />
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].<br />
<br />
== Scenario 6 - The Siege of Elensefar ==<br />
* Objective: Defeat all enemy leaders.<br />
* Lose if: Konrad dies or turns run out.<br />
* Turns: 40/32/29 (easy/medium/hard)<br />
* Starting units: Konrad, one veteran unit (typically an elf).<br />
* Other<br />
** A group of thieves/rogues join your party in the first few turns.<br />
<br />
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!<br />
<br />
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure out the orcs in the water and plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some straggling orcs) during the next day.<br />
<br />
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).<br />
<br />
After you defeat the orcs, you must fight your way north. Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land. Horsemen and elvish fighters and archers do reduced damage to skeletons. It is the time for mages and (levelled) shamans to shine. If you happen to level up a paladin during the scenario the better. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties. Also, don't forget that mages can't take a lot of abuse, especially from melee attacks. You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.<br />
<br />
If you approach this scenario patiently, it is advised to smuggle a scout past Elensefar to distract some units and steal villages in the green hinterland.<br />
<br />
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamans (druids) or white mages in your lines so they can heal wounded units. Two adjacent healers will heal each other.<br />
<br />
Early finish bonus for killing both enemy leaders.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].<br />
<br />
== Scenario 7 - Crossroads ==<br />
* Objective: Defeat the north-eastern enemy leader.<br />
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.<br />
* Turns: 37/34/31 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz.<br />
* Other<br />
** There are many enemies hidden in the mountains, placed at random.<br />
** Two loyal units, an elf fighter and an elf archer, join you.<br />
<br />
There are two strategies: either to "run for it", or "kill them all". Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.<br />
<br />
If you choose to run, recall two turn's worth of troops. Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains. The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.<br />
<br />
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south. Overcome the southern leader, and recruit more troops in his castle. Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)<br />
<br />
Note: The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills. Keep in mind that they, too, are Loyal troops.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].<br />
<br />
== Scenario 8 - The Princess of Wesnoth ==<br />
* Objective: Force Li'sar to surrender.<br />
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.<br />
* Turns: 31/28/25 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, and one veteran (typically an elf).<br />
<br />
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar. Instead of dying when you "kill" her, she surrenders.<br />
<br />
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them. Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.<br />
<br />
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10. Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position. You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.<br />
<br />
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].<br />
<br />
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.<br />
<br />
== Scenario 9 - The Valley of Death ==<br />
* Objective: Survive for 12 turns.<br />
* Lose if: Konrad, Delfador or Kalenz die.<br />
* Turns: 12/12/12 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked on the ''Isle of the Damned'' scenario).<br />
* Other<br />
** The map contains two holy water objects, useful for attacking undead enemies.<br />
<br />
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water. They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.<br />
<br />
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:<br />
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.<br />
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.<br />
<br />
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.<br />
<br />
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.<br />
<br />
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...<br />
<br />
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.<br />
<br />
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.<br />
<br />
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading <b>and</b> by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).<br />
<br />
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].<br />
<br />
== Scenario 10 - Gryphon Mountain ==<br />
* Objectives: Defeat the mother gryphon and the enemy commander.<br />
* Lose if: Konrad, Delfador or Kalenz die or turns run out.<br />
* Turns: 27/24/21 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz<br />
* Early finish bonus: 24 gold / turn<br />
* Other:<br />
** Killing the mother gryphon is optional, but doing it allows you to recruit gryphon riders in the future.<br />
<br />
Konrad starts in the lower left corner of the map. General Robryn, commanding Loyalist troops, is in the upper right. In the middle of the map, surrounded by mountains, is the Mother Gryphon and a few sleeping Gryphons.<br />
<br />
If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios. Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost. Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you. <br />
<br />
For a quick victory to earn the early finish bonus, head up the right side of the mountains. To earn experience, head towards the Mother Gryphon, and the enemy will come to you.<br />
<br />
== Scenario 11 - The Ford of Abez ==<br />
* Objective: Move Konrad to the north side of the river.<br />
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.<br />
* Turns: 27/24/21 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz.<br />
* Other:<br />
** A storm trident is located in the middle of the river.<br />
<br />
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.<br />
<br />
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.<br />
<br />
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. <br />
<br />
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.<br />
<br />
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. <br />
<br />
Early finish bonus for getting Konrad onto dry land.<br />
<br />
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]<br />
<br />
== Scenario 12 - Northern Winter ==<br />
* Objective: Defeat all enemy leaders (2 of them).<br />
* Lose if: Konrad, Delfador or Kalenz die, or turns run out.<br />
* Turns: 50/40/40 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, a veteran (knight or mage).<br />
* Early finish bonus: 47 / turn<br />
* Other<br />
** Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.<br />
<br />
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.<br />
<br />
== Scenario 13 - The Dwarven Doors ==<br />
* Objective: Move Konrad to the entrance of the dwarven tunnels.<br />
* Lose if: Konrad, Delfador or Kalenz die or turns run out.<br />
* Turns: 26/20/15 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any).<br />
<br />
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the "Great Gates", clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).<br />
<br />
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). If you happen to have a ''quick'' Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.<br />
<br />
Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at position [18,24], you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.<br />
<br />
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).<br />
<br />
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.<br />
<br />
It's useful to know that moving any unit close to the small lake near the main entrance (any position inside the square between [10, 10] and [15, 15]) will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.<br />
<br />
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.<br />
<br />
== Scenario 14 - Plunging into the Darkness ==<br />
* Objective: Find the dwarves.<br />
* Lose if: Konrad, Delfador or Kalenz die.<br />
* Turns: Unlimited.<br />
* Starting units: Konrad, Delfador, Kalenz.<br />
* Other:<br />
** Secret pasage in south-western part of the tunnel.<br />
<br />
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.<br />
<br />
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.<br />
<br />
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?<br />
<br />
== Scenario 15 - The Lost General ==<br />
* Objective: Kill all enemy leaders (there are two).<br />
* Lose if: Konrad, Delfador or Kalenz die or turns run out.<br />
* Turns: 64/60/54 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz.<br />
* Other<br />
** A loyal Dwarvish Ulfserker can be found by a merman in this scenario.<br />
** If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.<br />
<br />
Moving underground is slow, especially for elves. Their fighters and archers are also ineffective against undead. Outriders and slyphs might be worth recalling, if you can afford them. Likewise, gryphons and horsemen are bogged down. Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)<br />
<br />
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south. To the west is the usual orc/troll force. In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. <br />
<br />
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls. If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead. If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead. Don't take too long, as Lionel will break forth on turn 20.<br />
<br />
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says "Guest Quarters", regardless of when this happens.<br />
<br />
If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.<br />
<br />
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.<br />
<br />
== Scenario 16 - Hasty Alliance ==<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.<br />
* Turns: 33/30/27 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz.<br />
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar<br />
<br />
Li'sar is about to attack, when you are surrounded by orcs and trolls. She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.<br />
<br />
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario. <br />
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader. Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.<br />
<br />
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin<br />
<br />
== Scenario 17 - The Sceptre of Fire ==<br />
* Objective: Capture the Sceptre of Fire with Konrad or Li'sar.<br />
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.<br />
* Turns: 50/45/35 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar.<br />
* Early finish bonus: n/a<br />
* Other:<br />
** 300 gold gift from Li'sar.<br />
** Milk this level for experience as there is no early finish bonus.<br />
** Randomly generated map.<br />
<br />
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is.<br />
<br />
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.<br />
<br />
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.<br />
<br />
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. <br />
<br />
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.<br />
<br />
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.<br />
<br />
== Scenario 18 - A Choice Must Be Made ==<br />
* Objective: Defeat either of the leaders.<br />
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.<br />
* Turns: 33/30/27 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar.<br />
* Other:<br />
** The next two scenarios are three different routes to the Elven kingdom, depending on the enemy leader you kill:<br />
*** Northern (Orcish) leader: [[#Scenario 19A - Snow Plains | The Snow Plains]] where you can get the Flaming Sword (15-4, magical), followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].<br />
*** Southern (Undead) leader: [[#Scenario 19B - Swamp Of Dread|The Swamp Of Dread]] where you can get the Void Armor (high resistance to blade, pierce, impact) , followed by [[Scenario 20A - Home of the North Elves|Home of the North Elves]].<br />
*** If you take a merman east on the river to the edge of the map, you will brave [[Scenario 19C - The Cliffs of Thoria|Cliffs of Thoria]] which (used to be) an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader). It will be followed by [[Scenario 20B - Underground Channels|Underground Channels]].<br />
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.<br />
** First real chance to level gryphons.<br />
<br />
Scenario objectives: Kill either leader.<br />
<br />
Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.<br />
<br />
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.<br />
<br />
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar all have undead-killing ranged attacks (you ''did'' give her the scepter, didn't you?) &mdash; add two more Mages (one of them a healer) and three dwarfish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the Chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.<br />
<br />
In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.<br />
<br />
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.<br />
<br />
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.<br />
<br />
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The Orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.<br />
<br />
== Diverging campaign path ==<br />
=== Scenario 19A - Snow Plains ===<br />
* Objective: Defeat the enemy leader.<br />
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out.<br />
* Turns: 43/40/37 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar.<br />
* Other:<br />
** Obtain the Flaming Sword.<br />
** Li'sar will tell you about her relationship with her mother.<br />
<br />
The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.<br />
<br />
You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and with damage 15-4—on the great tree at [29,9]. You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).<br />
<br />
The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.<br />
<br />
=== Scenario 19B - Swamp Of Dread ===<br />
*Objective: Defeat the main enemy leader (Lich Lord at the SW corner)<br />
*Bonus Objectives: Defeat all the minor enemy leaders (4 Death Knights)<br />
*Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out<br />
*Turns: 33/30/27 (easy/medium/hard)<br />
*Starting units: Konrad, Delfador, Kalenz, Li'sar.<br />
*Early finish bonus: 26/turn (on Medium difficulty)<br />
*Other:<br />
**Void Armor from one of the enemy leaders.<br />
<br />
The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.<br />
<br />
The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)<br />
<br />
One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. You might consider keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end. Note, however, that by the time you get the armor you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.<br />
<br />
Some of the Lich's power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hit-points.<br />
<br />
Early finish bonus for killing all 5 enemy leaders.<br />
<br />
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&t=10269 forum discussion].<br />
<br />
=== Scenario 19C - The Cliffs of Thoria ===<br />
* Objectives:<br />
*# Make it to the end of the river, to the east.<br />
*# Reach the cave with Konrad.<br />
* Bonus Objectives: Rescue the loyal Sergeant.<br />
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.<br />
* Turns: 55/50/45 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar, a Merman veteran.<br />
* Early finish bonus: 27 per turn<br />
* Other:<br />
** Loyal Sergeant on SE corner island.<br />
** A storm trident is located near the first two islands.<br />
** You find small amounts of gold on each drake base you conquer.<br />
<br />
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.<br />
<br />
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.<br />
<br />
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.<br />
<br />
There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.<br />
<br />
Among the choices presented in the previous scenario, this map has historically been intended to be the hardest one of all. However, as of version 1.10.x, this map has been made significantly easier. The main difference is that now the drakes come out at a slower rate from their bases, and they are much more passive in general. With careful strategy and by progressing steadily through the map—not moving your gryphons ahead too quickly—you should be able to beat it without a lot of pain. At any rate, this scenario is no longer the monumental challenge it used to be.<br />
<br />
Hire many gryphons and Merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since Merfolk can't move onto mountains, you'll need gryphons for that.<br />
<br />
Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.<br />
<br />
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked "cave entrance" in the middle of the northern edge of the map. Start walking early, he'll take a while.<br />
<br />
A loyal leader can be found on the island at the South-Eastern corner of the map. He's badly hurt and poisoned, but you will probably have the time to clear the surroundings and level him up using the undead swamp guards.<br />
<br />
Comment: The decreased difficulty combined with the easily available XP in shape of the undead guards unbalances the rest of the campaign badly. If this is not intended, choose another road.<br />
<br />
== Divergent Campaign Paths ==<br />
<br />
=== Scenario 20A - Home of the North Elves ===<br />
* Objectives:<br />
* Konrad must reach the Lintanir forest, at the East of the map, and hold that position until a turn is over.<br />
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out<br />
* Turns: 18<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar<br />
* Early finish bonus: 47 Gold per turn<br />
* Other:<br />
** Your base will be dismantled after the first turn<br />
<br />
You reach this scenario from either [[Scenario 19A - Snow Plains]] or [[Scenario 19B - Swamp Of Dread]].<br />
<br />
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.<br />
<br />
However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the North central part of the map, while the humans begin in the South-East. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.<br />
<br />
You start with up to 3 loyal units which can move six or more hexes per turn (provided you kept this many alive), in addition to the 4 heroes (Konrad, Li'sar, Kalenz and Deflador). You many recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.<br />
<br />
There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is "not important". During the game, some Elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.<br />
<br />
The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.<br />
<br />
Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.<br />
<br />
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&t=10270 forum discussion].<br />
<br />
=== Scenario 20B - Underground Channels ===<br />
* Objective: Find the exit from the underground and move Konrad to it.<br />
* Lose if: Death of Konrad, Delfador, Li'sar, Kalenz, or turns run out.<br />
* Turns: 80/70/60 (easy/medium/hard)<br />
* Starting units: Delfador, Kondrad, Li'sar and Kalenz.<br />
* Early finish bonus: 54 per turn<br />
<br />
You start at the far South West of a large map, consisting of mostly cave, river and swamp areas. In the North West is a friendly Wose leader who will send a few level one Woses, and at the far North East is the entrance, and some friendly elvish units. In the middle is an ancient Lich who recruits level 2 and 3 undead, and in the South East is a small group of Saurians. <br />
<br />
This level is relatively easy, especially with the high-level Mermen you should have from the Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves, and either run North and then East for a quick finish, bypassing most enemies, go East and then North, farming some experience from the Saurians, or slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the tridents in previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.<br />
<br />
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&t=20315 forum discussion].<br />
<br />
== Scenario 21 - The Elven Council ==<br />
This is a cut-scene furthering the storyline. No combat takes place.<br />
<br />
== Scenario 22 - Return to Wesnoth ==<br />
* Objective: Defeat all enemy leaders: 2 Loyalist Generals, 1 Orcish Warlord.<br />
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.<br />
* Turns: 31/28/25 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar.<br />
<br />
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus (just South of your encampment). The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. <br />
<br />
You can use the forests to your advantage: Elven troops are best in forest, while the Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible enemies outside of it.<br />
<br />
How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halbardiers are level-3, so relying on a force of Gryphon riders, or even Gryphon masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halbardiers. Watch these heavy-hitters comically wading through the thick brush of the South-East forest as you fly circles around them.<br />
<br />
Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers. This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halbardiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the scepter), or units with ranged attacks.<br />
<br />
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&t=10272 forum discussion]<br />
<br />
== Scenario 23 - Test of the Clans ==<br />
* Objectives: Either:<br />
** Defeat all 4 enemy leaders (Grand Knights), or<br />
** Kill (25/35/50) enemy units in total (on Easy/Medium/Hard difficulty)<br />
* Lose if: Konrad, Delfador, Li'sar or Kalenz die or turns run out.<br />
* Turns: 53/50/47 (easy/medium/hard)<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar.<br />
* Early finish bonus: 54 Gold per turn (on Medium difficulty)<br />
<br />
This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).<br />
<br />
Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.<br />
<br />
Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.<br />
<br />
If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the South-Eastern leader early so you don't have to divert so many of your resources to the South flank.<br />
<br />
If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon Rides. March this South, take out the South-Eastern leader, then send the two Gryphons to the group in the lake. <br />
<br />
As soon as the majority of the North-Western leader's troops move away from him, assassinate him with your Gryphons. He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops. In the South-East, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the South-West (Black) leader, all the while keeping your main force just out of range of attackers if at all possible. As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple). I won around turn 25, giving me around 1600 gold to start the last scenario.<br />
<br />
An alternative strategy for defeating the enemy leaders relies on Li'sar being equipped with both the Scepter of Fire and the Void Armor. This makes her very difficult to hit and very effective against the mounted units (they have no ranged attacks, plus, if they try to lance her they're up against 26-4). What's more, the AI will tend to ignore her: Individual units will tend to not approach her, and groups will go after her escort if she has any. This means she can mount an effective attack together with a very small escort on the South-Eastern leader right away; and after that, the escort can pretty much leave her to go after the Black leader in the South-West alone. In the mean time, A force of Knights or Gryphons might go forward to dispatch the North-Western leader. Then whoever i's left converges on Bayar in the West.<br />
<br />
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&t=10273 forum discussion].<br />
<br />
== Scenario 24 - The Battle for Wesnoth ==<br />
* Objectives: Defeat Asheviere (thus claiming the throne for Li'sar)<br />
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out<br />
* Turns: 60<br />
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map<br />
* Early finish bonus: 46 gold per turn (and what's that good for, exactly?)<br />
<br />
One good strategy for this scenario is to set up a defensive line around your fort, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or Four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages). <br />
<br />
For front-line units, Dwarvish Guardsman, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast attribute, on top of their basic resistance to Pierce (read: lance) attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. <br />
<br />
Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Stalwarts even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.<br />
<br />
If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.<br />
<br />
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.<br />
<br />
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them South. You'll <br />
easily elude the forces of the Eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the South-West, as right South of her is the bridge on which the loyal Weldyn troops will be coming to get you.<br />
<br />
Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches. <br />
<br />
Of course, in both of the above cases you would be relying on a good bonus from [[Test of the Clans]], which should be enough to win this scenario in any which way.<br />
<br />
Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.<br />
<br />
See also the [http://forums.wesnoth.org/viewtopic.php?f=39&t=10271 forum discussion].<br />
<br />
== Scenario 25 - Epilogue ==<br />
<br />
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=52368Player UMC Reviews2013-11-06T17:43:21Z<p>Taptap: /* Review by taptap */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
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=== Blueprint ===<br />
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'''Campaign''' * [add the name of the reviewed campaign here] [version number of reviewed campaign]<br />
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'''Review by''' * [add your name here]<br />
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'''Review:''' * personal evaluation of the campaign taking into account different aspects such as gameplay, plot, map design, art, etc.<br />
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'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
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'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
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<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
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<br />
=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
<br />
'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
<br />
'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
<br />
<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
<br />
<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
<br />
<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
<br />
All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player Note:''' 10<br />
<br />
==== Review by bumbadadabum (0.9.2+svn) ====<br />
'''Review:''' Although it starts out quite slow, and has some lesser parts in there, I have to say that this is one of the best wesnoth campaigns I've played, and in my opinion even beats its prequel, <i>Invasion from the Unknown</i>. It's very well coded with great attention to detail, has a very good story, and very good maps, especially in Episode 3. The gameplay consists of a variety of battle scenarios, which feel very epic without the scale being too big, and a lot of dungeon-crawling scenarios, broken up with the occasional cutscene. It's not very easy, and it forces you to have a plan for the scenario, which is something I like. Because of the design of the campaign (the episodes all feel like separate campaigns) I'm going to talk about them separately.<br />
<br />
<b>Episode 1:</b><br />
This one starts off slow, with the first few scenarios having little interesting things happening, both gameplay- and storywise, although they weren't bad either. Once things start happening though, the story gets much better and the gameplay more interesting (I especially liked scenario 4 and 5), up until the last few scenarios, when some very abrupt (and almost unnecessary in my opinion) events take place, which actually left me speechless the first time I witnessed them. Another thing that left me speechless was the final cutscene, which was masterfully done and was one of the best in this campaign. In short, it starts off slow, but keeps accelerating once you progress further into the story. It's very well done overall, but it has some things I don't like.<br />
<br />
<b>Episode 2:</b><br />
Episode 2 starts off a bit slow once again, but quickly introduces the player to some important characters and gets us back into the main storyline. It features quite a lot of plot twist, and was especially fun to play through the first time. The gameplay is little different from E1's in that it features a lot of "Defeat enemy leaders" scenarios, but the variety in maps and enemies made it so it wasn't boring. It does however, feature my least favorite scenario in this campaign, scenario 6, but the last 5 scenarios more than make up for this by being some of the best scenarios in this campaign. The final boss and ending cutscene were again very fun, and served as a nice ending of the episode.<br />
<br />
<b>Episode 3</b>:<br />
I can't express how much I liked this episode. I was hooked from beginning to end, and played it all in one session. It immediately starts with, in my opinion, the best opening to a campaign I've ever seen, and got me into the story immediately. The scenarios in this episode are much more story-driven than the others, and the gameplay didn't disappoint either. The next few scenarios, although the were hard at times and frustrated me a bit) were still a lot of fun, but after scenario 6 is when things really start. The story divides into 2 branches. One of them is filled with epic battles, and is considerably less story-driven than the other one. The other one almost plays like a cutscene, and features the best atmosphere I've ever encountered in a campaign. The story keeps accelerating and expanding, and climaxes in very well made final boss. It has an open ending, and leaves much room for speculation. I'm not going to spoil much more, since I'd recommend everyone to play it.<br />
<br />
I'd rate this campaign as nearly flawless, if it'd only be based on the last episode; the other 2 are sometimes lacking a bit of pacing, and some scenarios were a bit frustrating. Overall, I think this is a great campaign, and was worth playing every minute.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player note:''' 9<br />
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==== Review by lipk ====<br />
If I had to describe After the Storm in one word, that would be "monumental". It's mostly like IftU on steroids, although there's a lot of quality improvement as well in some aspects that weren't strong points of its prequel. <br />
<br />
Let's see the visuals first. Shadowmaster is certainly not the best artist out there, but his stuff is good enough not to block you from immersing yourself in the story, and the sheer amount of custom art is amazing. That, along with the very creative use of various effects in cutscenes makes After the Storm the most visually pleasing and filmlike campaign I ever played. I also liked careful choice of music.<br />
<br />
Speaking of writing, AtS fixes IftU's two major flaws: predictability and unoriginality. The plot is full of turns and surprises, and remains interesting through the whole campaign. Sometimes it feels more like a series random events rather than a coherent flow, but Wesnoth is a strategy game after all; AtS is more than okay in this aspect. The backstory, on the other hand, is overly convoluted, confusing and boring, especially in Episode 3. You simply lose interest in even more ancient-powerful-mystic creatures, artifacts and such after a while, especially when they're materialized only on the level of endless dialogs.<br />
<br />
Good news is AtS has fewer dungeon crawls, bad news is that pickuppables are gone, so they are even more boring. Yeah, I think it can't be helped: I simply hate that kind of game play. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about picking the best spot to defend against enemy waves, which makes these scenarios kinda static (still challenging, though).<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 8<br />
<br />
<br />
=== A New Order ===<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' Akladians,skirmish,story<br />
<br />
'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
<br />
The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
<br />
'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
<br />
At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
<br />
A classic which many different people can enjoy.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
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'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
<br />
'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
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'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
<br />
'''Player note:''' * Overall rating would be 8/10.<br />
<br />
===A Rough Life===<br />
====Review by bumbadadabum====<br />
'''Review:''' A Rough Life is a very interesting campaign to say the least. It has some very unique elements that make it into a very unique, and overall fun experience. The campaign is pretty much seperated into 3 parts, each with a different theme. Although the plot gets weaker in my opinion when you get to the final scenarios, it still remains fairly fun.<br />
<br />
Perhaps the coolest feature of the campaign is the way the protagonist 'evolves' as you progress, changing unit types, name, and personality; it makes the protagonist feel more 'real'. The storytelling is also fairly interesting, as it focuses a lot on the emotion progression of the protagonist. The other characters are also interesting, and I think that overall, the story is one of its strong points.<br />
<br />
The maps are nothing too special, but they get the job done.<br />
<br />
The campaign features portraits for pretty much all major characters, which is always a nice thing. The art is not the best around, but I like the style, and it's good enough to benefit the campaign.<br />
<br />
The gameplay is pretty good. It features a lot of interesting scenarios and objectives, and almost no 'standard' skirmishes, and I like that a lot. It also features some choices and hidden things, greatly improving the replayability of this campaign. It's coded well in general, and bug-free as far as my own experience goes. <br />
<br />
In short, I liked this campaign. I suggest it if you like smaller battles, and a unique story.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 7.5<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player note:''' 8<br />
<br />
===Birth of a Lich===<br />
====Review by Kanzil====<br />
'''tags''' Malifor, descent into darkness, orcs, undead<br />
<br />
'''Review''' This is one of those wonderful campaigns that fill in the gaps, that tell of the side-events of Wesnoth. It is laden with storyline and likeable characters, and, despite being scattered with grammatical mistakes, is nevertheless a very engaging read about a character many will know from DiD. It tells of the journey of Malifor from an young, outcast from his village, to dread Lich. Throughout, the story tells of the great tumults of the north lands, and even features the legendary Dwarf-Lord<br />
Thunedain. It fits seamlessly into the period described - the council of the magi includes Sagus and Leollyn - and the story is written with a well-researched adherence to canon; everywhere the campaign author seeks to add authenticity and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives the campaign along, and it has a wonderful flow. There are some quite epic battles, and it really is, overall, a gem of a campaign. Don't expect innovative WML, as it is a very conventional campaign, but it is certainly worth a look if you like campaigns that are relatively straightforward and have good storylines and interesting characters. Ultimately, though not particularly avant-garde, it is very well done.<br />
<br />
'''Surroundings''' 8.5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 9.5<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 7.5<br />
<br />
'''Player note:''' 8.5<br />
<br />
<br />
=== Brave Wings ===<br />
==== Review by Arawn ====<br />
'''Tags:''' drakes, adventure, rpg<br />
<br />
'''Review:''' You take control of a band of drakes as they look for a potion to restore their island from undead. Just like in Fate of a Princess, you have a bunch of cool new units and items to make the experience unique. I loved this campaign for its happy storyline and units. I will admit it has a cliche, deux ex machina ending, but that's the only problem I can recall. Balancing is well-done, especially in areas where you have allies (I played on easy difficulty). There is some replay value since you can play around with who gets what item, but really, it's more of a one-time campaign. Loved the drake blademaster.<br />
<br />
'''Surroundings''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 6<br />
<br />
'''Player note:''' 10<br />
<br />
<br />
=== Count Kromire ===<br />
==== Review by Dugi ====<br />
'''Tags:''' custom era, vampires, skirmish<br />
<br />
'''Description:''' A vampire campaign. In our culture, there are two kinds of vampires, first the evil bloodthirsty creatures that are usually counts and dukes and rule over small realms in dark mountains, and second, the eternal high school kids who fall in love with teens. Of course, this is about the first, cool kind of vampires. A bloodsucker has lost his land to celestials, and fights to get it back. He forges an alliance with other vampires and a strange order of humans (Windsong), and together they defeat the celestials and get his land back.<br />
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'''Summary:''' It starts in a really cool way, you have two vampires and have to bite peasants to get more vampires from them. However, you will quickly get the ability to recruit them (because getting all units from plague making level 0 units would be a pain). Most of the campaign is rather classical, with well-designed and well-balanced scenarios. You play with vampires, a really interesting faction (with mages, archers, melee fighters, poison, drain on most units). The maps looks somewhat glum, but that is what you'd expect from a land controlled by vamps. They aren't very realistic either, but that actually makes the gameplay better. The way the end happens depends on some previous actions. Dialogues are not bad, quite funny because of a vampire who can't speak properly because of his huge teeth.<br />
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Using a custom era has its downsides, though. Almost all units lack animations, so all combat is like headbutting with blade damage. The lore behind the factions is not as deep as in mainline, so you just don't know the motivations of most enemies to attack you. As a result, the story isn't anything special. It also has quite a strange element, if you let a guy live, he will attack you later for the arrogance of fighting him (he also quite unpleasantly surprises you by turning against you when you defeat the enemies together, for your arrogance, and it might get you defeated very easily if you aren't ready for it). I was really displeased by seeing in a description that vampires are immune to drain and plague, but shouldn't be immune to poison, but the engine does not allow it, that was total bullshit, but that is rather a part of the era.<br />
<br />
If you are bored with default era and can ignore the lack of animations, you will like it. If you seek gameplay-wise interesting factions, you'll like it too. Also if you are a fan of Twilight and need to learn what are the vampire stories about. But if you are okay with default era and classical factions and seek unusual scenarios and stories, you might not like it.<br />
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'''Surroundings:''' 5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 7<br />
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<br />
=== Fate of a Princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
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'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. In the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
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'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
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'''Story:''' 7<br />
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'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
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'''Player Note:''' 8<br />
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==== Review by Arawn (0.9.24) ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG, adventure, rescue, quest<br />
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'''Review:''' Greatly enjoyed this campaign. It's a bit long but worth it. You're given control of a small squad of units to bring aid to your people (the elves). From the start, you get to use unique, very well-designed units alongside standard ones. The story is entertaining but never makes the mistake of turning into a comedy or taking itself too seriously. There are also new AMLA advancements and weapons. Both made the campaign a lot of fun for me. Best of all, the story is referenced by other campaigns (Brave Wings, I think), adding a sense of realism.<br />
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'''Surroundings''' 9<br />
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'''Design:''' * 10<br />
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'''Story:''' 10<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 5<br />
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'''Player note:''' 9<br />
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<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
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'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
==== Review by lipk ====<br />
Invasion from the Unknown was the first add-on I played (not completely unrelated to the fact that it was first entry in the campaign list back in the 1.8 days) and is still among my favorites. IftU has exceptionally well-designed maps, loads of custom terrain and units, and even some portrait art. The world is rich and detailed, it makes you want to press on to explore it deeper. The plot isn't a strong point of the campaign, though, it's awfully linear (that wouldn't be a problem on it's own right if it was shorter, but in 20+ scenarios, it would be nice to see some twists), and anyone who's familiar with UtBS should notice that it pretty much lacks originality, too. I didn't like the game play either; the campaign turns into a sequence of dungeon crawls and megalomaniac battles very early on, both of which I find slow and boring. That might be just my taste, though.<br />
<br />
All in all, Invasion from the Unknown is a well put-together product. It has major flaws regarding scenario and plot design, which might severely reduce the replay value of this campaign, but it's certainly worth playing at least once.<br />
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'''Surroundings:''' 9<br />
<br />
'''Design:''' 6<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 7<br />
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==== Review by taptap ====<br />
<br />
I resisted playing Invasion from the Unknown for a long time as I shied away from the thought of combining necromancy and elves, when I finally did I was pleasantly surprised. It is for me the most iconic campaign in UMC, redefines elvish history, sketches a cosmology for the ages after the fall. It is a campaign everyone should play at least once. With the Chaos empire and its various allies and enemies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and art, which is often on par with mainline campaigns.<br />
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There are flaws, however. The hero is generic, the plot is full of holes and deus-ex-machina moments and sudden reversals for no good reason whatsoever. There are some serious gameplay issues in the second part as well. The individual scenarios / gameplay change between very good (e.g. introduction, moon valley, the final of part 1), interesting (e.g. some of the puzzles = boss fights) and broken (e.g. desert travel, the heart), and it is overall slightly heavy on not-that-challenging dungeon crawling. I do hate the sheer amount of triggered events, which discourage scouting and that is a bad thing in a wargame.<br />
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The campaign would benefit tremendously from wiping out the recall list in the second part as it is done in the sequel After the Storm. Players are advised to do so voluntarily as this makes the second part much more entertaining and quite a bit more balanced.<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
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The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
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'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
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I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
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The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by bumbadadabum ====<br />
'''Description:''' (quoting Raijer) A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
==== Review by t3st3r ====<br />
'''Description''': Really large and custom campaign about two heroes who are about to become legendary half-gods. During campaings there are also several "lesser" heroes with remarkable powers and abilities as well, which makes game more interesting for sure. Right now there are 9 chapters, about 200 scenarios (10 planned as far as I know). Largest and most diverse campaign I've seen so far for BfW. And the only campaign I've replayed THREE times. Because I like overall gameplay so much that I has been willing to play it even when there was 3 or 4 chapters ready, so it has been quite incomplete. To my taste it's the most epic campaign for BfW to the date. <br />
<br />
In this campaign player could find nearly all you could expect from decent game scripting engine and seriously customized scenarios. And nearly all you've missed in original BfW campaigns and maps. Great AMLAs, much better than original BfW AMLAs are. Isn't it boring to kill 20 enemies just to get some dumb +3 hp bonus? This campaign corrects this problem: most advancements are actually useful and you can control units development path (to some degree). There are some extra LVLs for many units, this is really adding up. Sure, there could be factions balance issues if you use such settings for PvP, but it's not a problem of campaign itself and it really adds up to gameplay. There will be a number of really strong enemies of truly epic scale. Real dragons, real monsters, real freaks, real arch-enemies. All kings of dangerous things you can imagine and even more than that. Some of them require very custom approach so reading in-game messages/hints is a must. There is decent items system as well. Sure, geared warriors could handle much more than those with bare hands or simple weapons. Some items could even allow "simple" (non-hero) units to challenge some tough monsters on their own. Though many arch-enemies would be hard to kill even for main heroes without proper handling and using their weak points. To my taste, I really like this campaign. In fact it's my favorite campaign, thanks to custome AMLAs, 10 chapters, items system, strong enemies and various twists to add more fun to gameplay. Sometimes you can also use units from previous chapters, which allows you to have strong army of relatively few powerful units, which is just convenient to play. This is taken into account and those who continues from old chapters are facing much stronger resistance than those who starts chapter from scratch with "dummy" heroes and lack of geared and leveled army. There are some secrets and treasures hidden, custom events and so on. There is even some basic form of item crafting, some multi-part artefacts and so on. So players who are careful to details could have some extra/optional fun in game. This is what always distinguishes well thought maps from serious map makers and scripters. So if someone tired of standard boring BfW game mechanics, it's really worth to try this campaign out to see something new, beyond standard BFW mechanics and take some completely new look on familiar storylines.<br />
<br />
'''Summary''': This is a very long campaign, telling the story of two heroes who would follow a long path from mere mortals up to strong half-gods, capable of challenging almost any kinds of <br />
things. This is somewhat mixed into classic BfW storyline and shows it from different point of view, which isn't as simple as it looks like. First chapters show us how heroes would become some immortal and powerful beings, then they will gain more power and finally manage to become half-gods. While it's really long story, there are so many types of enemies, their abilities, new storyline twists, unexpected things and so on, that it's still remains fun to play. Even after you played many chapters already. Sure, some scenarios are lengthy and/or take too much efforts to control units or wait for AI moves. However, if campaign haves ~200 scenarios, it's hard to iron out all issues in just one shot. Yet it still impressive already, especially granted that it's still work in progress and is not yet complete. <br />
<br />
Difficulty of this campaign varies. Depending on paths you've taken, units equipent and how all this affects certain enemies, some enemies could be easier/harder than others. On normal difficulty level it should be manageable for seasoned BfW player. I would not recommend this campaign to newbies as it would teach you many funny things which will be (unfortunately!) missing in most of other BfW campaigns. Players have to understand it uses enhanced game mechanics. Maps vary wildly, ranging from standard "kill them all" scenarios to RPG and quest style maps. You can develop some really new and uncommon tactics. For example, you can use meteor spell to blow up a host of powerful enemies and then teleport away if situation permits. New abilities for new strategies are nearly countless, thanks to improved AMLAs, items system and new spells and their AMLA improvements.<br />
<br />
In this campaign you can often have "convenient" army composed of relatively few relatively powerful units with some special abilities, complementing each other. As for me, it's annoying to deal with 100 lvl 1 weaklings. I'm as human is inefficient and slow in doing so. This campaign will be far more convenient most of time. It's usually enough to have 10-20 strong units + some heroes to win scenario. <br />
<br />
Though it's noteworthy to mention that advanced items system and AMLAs are making it hard keep it perfectly balanced in all corner cases in all possible combinations, so sometimes you can face some too simple or quite hard maps, unexpectedly. However, unless there is some bug, seasoned BfW players should not have real troubles in most places. And it will feel unique each time you play it, as you will take different paths here and there. That what makes it funny to replay, trying different paths in advancements.<br />
<br />
The most daunting issue to my taste is that BfW core neither really supports items system on it's own, nor it provides any decent UI to deal with items. I think BfW authors should consider adding support for items and items management to the BfW core to make mapmakers life easier. It's not only campaign where this problem exists, there are dozen and half of campaigns sharing same issue. But as this campaign makes extensive use of items, it's where problem is getting really obvious. AI is really dumb and clueless at handling items/extended features, etc. And sometimes in-game computations could take a while, so powerful CPU could be a good idea. I can also admit that authors of various campaigns have minor mismatches in explaining the very same events from BfW world. Ideally, they mismatches have to be corrected but it requires cooperation of large number of independent people and I can understand it's somewhat troublesome to achieve. And of course there are some things to iron out as it's still work in progress. This probably applies to complaints that AI takes a long time to complete turns, etc - on some maps it's really good idea to go to preferences and set "skip AI moves" option on.<br />
<br />
'''Surroundings''': 8<br />
<br />
'''Design''': 8<br />
<br />
'''Story''': 9<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
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==== Review by Kpearce ====<br />
'''Campaign''' Legend of the Invincibles 3.0.1<br />
<br />
'''Review by''' Kpearce<br />
<br />
'''Review:''' I have so far played all of part 1. This is a very complicated campaign. From a coding perspective, it is quite impressive. The item system is extremely sophisticated. However, I found things buggy from time to time (playing on Wesnoth 1.11; admittedly a development release). Also, some of the controls are annoying. For instance, in the later part if you right-click a unit to change the items it is using, there is a menu item that says 'Devour.' I don't know what it's for, but if you click it accidentally your unit dies and it is not possible to undo.<br />
<br />
It takes quite a while to get the hang of the item system, but once you do it makes things much more complicated and interesting. On the whole, I like it. One complaint, though, is that it's hard to tell how formidable enemies are. It seems that some of them use items as well, and there are non-standard unit types that borrow standard graphics. Also, there are many more traits and abilities than in standard campaigns. The overall effect is that you can't tell what you're up against by looking. In some cases, certain abilities and things cause you to take damage whenever you hit the opposing unit, and I haven't figured out a way to see this in the interface.<br />
<br />
I really like the whirlwind attack, and other similar things, and the extra advances and the AMLA system.<br />
<br />
The story is interesting in places but nonsensical in others. Basically, I would say it's unpolished. The story, like the campaign as a whole, is pretty complicated. The dialogue needs copy editing.<br />
<br />
This campaign was an extremely ambitious undertaking by its author and it is probably as a result of that that the whole thing just feels not quite polished. With some cleaning up, this could be a really excellent campaign.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 2 (too big a time sink to do more than once)<br />
<br />
'''Player note:''' 8<br />
<br />
=== Only Death Behind ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' undead, skirmish, short, nice maps, good story, few units<br />
<br />
'''Description:''' (Only Death Behind, version 1.0.0) Three ghosts have made their escape from the lands of death back into the world of the living. Without material bodies, and without memories, indeed they can not even remember their own names.<br />
<br />
You play those three ghosts, your mission is to give them back human bodies and - their memories. <br />
<br />
'''Summary:''' I enjoined this campaign, because I love short campaigns with small maps and just a few units to handle.<br />
This campaign has also a brilliant story, it has beautiful maps, great ideas, and some unforeseen story changes.<br />
It is playable in just a few hours, and it is fun to play.<br />
<br />
I definitely recommend this campaign.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Return to Noelren ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' skirmish, RPG, unusual style, brilliant ideas, fun, nice maps, good story, adventure<br />
<br />
'''Description:''' (Return to Noelren, version 0.7.7) The author shows here what can be done with WML (and LUA). He shows brilliant new ideas, fantastic stuff I've never seen before in Wesnoth campaigns.<br />
The player can build bridges and boats to cross waters.<br />
There's a map with ebb and flow.<br />
Magic castles which rise suddenly from empty ground.<br />
A magic wand that transforms a strong enemy into a week creature.<br />
And many more fantastic surprises.<br />
It induces a right-click help menu that can be called every time the player stuck somewhere.<br />
<br />
<br />
'''Summary:''' This is not a usual "Kill all enemies" campaign, and if you are searching for such a campaign or for epic battles, then you better choose a different campaign. I would recommend this campaign rather to the player who wants to play a different campaign, with different ideas, and different objectives.<br />
The difficulty is easy, many scenarios here are not terminated by a turn limit, but I wouldn't call this a campaign for beginners.<br />
The objectives are clear, (and if not then you have the help menu).<br />
The campaign is fun to play, not a hard "battle after battle", it's rather like a journey.<br />
<br />
It is the unusual style, and the surprising ideas that makes this campaign so worth to play.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' goblins,skirmish,story<br />
<br />
'''Description:''' see previous review.<br />
<br />
'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
==== Review by pauline ====<br />
'''Version:''' Swamplings v1.1.7n – Wesnoth v1.10.06 – Single Player – Level Medium<br />
<br />
'''Tags:''' A turbulent time of wonderful BfW-inventions: wolfriding, humor and elaborate speech<br />
<br />
'''Review:''' see previous reviews: A modest, enjoyable campaign ? Honest, no more ?<br />
<br />
Swamplings = A clever plot full of twists, the thrill of exciting adventures, a mix of amazingly creative events, difficult battles that rely on real good strategy, many new characters, impressing maps with great attention to detail, entertaining ideas of a "Goblin of Chaos" ...<br />
<br />
I truly enjoyed this unpredictable story that remains interesting and fun through the whole campaign, full of original surprises that left me speechless. I am very fond of its engaging heroes, always on the verge of an unwanted battle, cracking unique jokes while smartly dealing with the big folks by providing an advancement of quite epic importance to BfW. Straight to the point:<br />
<br />
What else does it need for a campaign to be more gratifying ?<br />
<br />
OK, it isn't suited for players who prefer fierce wiping the floor-fights and instant victory without the "tedious" task of planing non-conventional tactics. And definitely not for those who consider the unexpected rather a so called "tomato surprise" than a dynamic situation. I can´t see how one can have more fun if all becomes as expected and everything goes according known circumstances.<br />
<br />
I recommend "Swamplings" to anyone interested in appealing, unusual aspects among the great variety of BfW-campaigns.<br />
<br />
'''Surroundings:''' 9 - e.g.: I find the cutscenes and board images very nice.<br />
<br />
'''Design:''' 9 - The quality of each scenario increases with new, masterfully done units and object designs.<br />
<br />
'''Story:''' 10 - Imo, justly considered one of the campaign's greatest strengths.<br />
<br />
'''Fun:''' 10 - due to hilarious dialogs and a great number of very comic events<br />
<br />
'''Replay value:''' 9 - Mastering the sheer feasibility of the first "only Goblin-"-battles and the possibility of a different approach to most scenarios challenged me already to play through it several times.<br />
<br />
'''Player note:''' 8 - My only real complaint: I'd love to see a couple more scenarios !<br />
<br />
'''Link to review''' I´ld like to point out: I´m not a very experienced player, neither do I think this campaign flawless.<br />
<br />
While playing I posted personal thoughts in the feedback thread, hoping my amateurish perspective might help to even improve the already high quality (and satisfy some selfish wishes, too). http://forums.wesnoth.org/viewtopic.php?f=8&t=29784&start=285#p557218 <br />
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<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[[Guide to UMC Campaigns]]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
You also find a 'How to add a review' help there.<br />
<br />
And if you don't want, or don't know how to edit the wiki page, then you can post your review also here. I (Adamant14) will add it to this page then.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=52365Player UMC Reviews2013-11-06T15:22:54Z<p>Taptap: /* Review by taptap */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
<br />
<br />
<br />
<br />
=== Blueprint ===<br />
<br />
'''Campaign''' * [add the name of the reviewed campaign here] [version number of reviewed campaign]<br />
<br />
'''Review by''' * [add your name here]<br />
<br />
'''Tags:''' * describe the add-on using a few keywords<br />
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'''Review:''' * personal evaluation of the campaign taking into account different aspects such as gameplay, plot, map design, art, etc.<br />
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'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
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'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
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'''Story:''' * add your rating of the story's quality here (1-10)<br />
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'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
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'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
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'''Player note:''' * add your overall rating here (1-10) <br />
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'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
<br />
<br />
<br />
* If you you are not familiar with editing wiki pages, then you can find a "How to add a review" help '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 here]''' (first post, point three).<br />
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<br />
<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
<br />
<br />
=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
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'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
<br />
'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
<br />
<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
<br />
<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
<br />
<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
<br />
All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player Note:''' 10<br />
<br />
==== Review by bumbadadabum (0.9.2+svn) ====<br />
'''Review:''' Although it starts out quite slow, and has some lesser parts in there, I have to say that this is one of the best wesnoth campaigns I've played, and in my opinion even beats its prequel, <i>Invasion from the Unknown</i>. It's very well coded with great attention to detail, has a very good story, and very good maps, especially in Episode 3. The gameplay consists of a variety of battle scenarios, which feel very epic without the scale being too big, and a lot of dungeon-crawling scenarios, broken up with the occasional cutscene. It's not very easy, and it forces you to have a plan for the scenario, which is something I like. Because of the design of the campaign (the episodes all feel like separate campaigns) I'm going to talk about them separately.<br />
<br />
<b>Episode 1:</b><br />
This one starts off slow, with the first few scenarios having little interesting things happening, both gameplay- and storywise, although they weren't bad either. Once things start happening though, the story gets much better and the gameplay more interesting (I especially liked scenario 4 and 5), up until the last few scenarios, when some very abrupt (and almost unnecessary in my opinion) events take place, which actually left me speechless the first time I witnessed them. Another thing that left me speechless was the final cutscene, which was masterfully done and was one of the best in this campaign. In short, it starts off slow, but keeps accelerating once you progress further into the story. It's very well done overall, but it has some things I don't like.<br />
<br />
<b>Episode 2:</b><br />
Episode 2 starts off a bit slow once again, but quickly introduces the player to some important characters and gets us back into the main storyline. It features quite a lot of plot twist, and was especially fun to play through the first time. The gameplay is little different from E1's in that it features a lot of "Defeat enemy leaders" scenarios, but the variety in maps and enemies made it so it wasn't boring. It does however, feature my least favorite scenario in this campaign, scenario 6, but the last 5 scenarios more than make up for this by being some of the best scenarios in this campaign. The final boss and ending cutscene were again very fun, and served as a nice ending of the episode.<br />
<br />
<b>Episode 3</b>:<br />
I can't express how much I liked this episode. I was hooked from beginning to end, and played it all in one session. It immediately starts with, in my opinion, the best opening to a campaign I've ever seen, and got me into the story immediately. The scenarios in this episode are much more story-driven than the others, and the gameplay didn't disappoint either. The next few scenarios, although the were hard at times and frustrated me a bit) were still a lot of fun, but after scenario 6 is when things really start. The story divides into 2 branches. One of them is filled with epic battles, and is considerably less story-driven than the other one. The other one almost plays like a cutscene, and features the best atmosphere I've ever encountered in a campaign. The story keeps accelerating and expanding, and climaxes in very well made final boss. It has an open ending, and leaves much room for speculation. I'm not going to spoil much more, since I'd recommend everyone to play it.<br />
<br />
I'd rate this campaign as nearly flawless, if it'd only be based on the last episode; the other 2 are sometimes lacking a bit of pacing, and some scenarios were a bit frustrating. Overall, I think this is a great campaign, and was worth playing every minute.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player note:''' 9<br />
<br />
==== Review by lipk ====<br />
If I had to describe After the Storm in one word, that would be "monumental". It's mostly like IftU on steroids, although there's a lot of quality improvement as well in some aspects that weren't strong points of its prequel. <br />
<br />
Let's see the visuals first. Shadowmaster is certainly not the best artist out there, but his stuff is good enough not to block you from immersing yourself in the story, and the sheer amount of custom art is amazing. That, along with the very creative use of various effects in cutscenes makes After the Storm the most visually pleasing and filmlike campaign I ever played. I also liked careful choice of music.<br />
<br />
Speaking of writing, AtS fixes IftU's two major flaws: predictability and unoriginality. The plot is full of turns and surprises, and remains interesting through the whole campaign. Sometimes it feels more like a series random events rather than a coherent flow, but Wesnoth is a strategy game after all; AtS is more than okay in this aspect. The backstory, on the other hand, is overly convoluted, confusing and boring, especially in Episode 3. You simply lose interest in even more ancient-powerful-mystic creatures, artifacts and such after a while, especially when they're materialized only on the level of endless dialogs.<br />
<br />
Good news is AtS has fewer dungeon crawls, bad news is that pickuppables are gone, so they are even more boring. Yeah, I think it can't be helped: I simply hate that kind of game play. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about picking the best spot to defend against enemy waves, which makes these scenarios kinda static (still challenging, though).<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 8<br />
<br />
<br />
=== A New Order ===<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' Akladians,skirmish,story<br />
<br />
'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
<br />
The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
<br />
'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
<br />
At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
<br />
A classic which many different people can enjoy.<br />
<br />
'''Surroundings:''' 8<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 8<br />
<br />
'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
<br />
'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
<br />
'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
<br />
'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
<br />
'''Player note:''' * Overall rating would be 8/10.<br />
<br />
<br />
===Birth of a Lich===<br />
====Review by Kanzil====<br />
'''tags''' Malifor, descent into darkness, orcs, undead<br />
<br />
'''Review''' This is one of those wonderful campaigns that fill in the gaps, that tell of the side-events of Wesnoth. It is laden with storyline and likeable characters, and, despite being scattered with grammatical mistakes, is nevertheless a very engaging read about a character many will know from DiD. It tells of the journey of Malifor from an young, outcast from his village, to dread Lich. Throughout, the story tells of the great tumults of the north lands, and even features the legendary Dwarf-Lord<br />
Thunedain. It fits seamlessly into the period described - the council of the magi includes Sagus and Leollyn - and the story is written with a well-researched adherence to canon; everywhere the campaign author seeks to add authenticity and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives the campaign along, and it has a wonderful flow. There are some quite epic battles, and it really is, overall, a gem of a campaign. Don't expect innovative WML, as it is a very conventional campaign, but it is certainly worth a look if you like campaigns that are relatively straightforward and have good storylines and interesting characters. Ultimately, though not particularly avant-garde, it is very well done.<br />
<br />
'''Surroundings''' 8.5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 9.5<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 7.5<br />
<br />
'''Player note:''' 8.5<br />
<br />
<br />
=== Brave Wings ===<br />
==== Review by Arawn ====<br />
'''Tags:''' drakes, adventure, rpg<br />
<br />
'''Review:''' You take control of a band of drakes as they look for a potion to restore their island from undead. Just like in Fate of a Princess, you have a bunch of cool new units and items to make the experience unique. I loved this campaign for its happy storyline and units. I will admit it has a cliche, deux ex machina ending, but that's the only problem I can recall. Balancing is well-done, especially in areas where you have allies (I played on easy difficulty). There is some replay value since you can play around with who gets what item, but really, it's more of a one-time campaign. Loved the drake blademaster.<br />
<br />
'''Surroundings''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 6<br />
<br />
'''Player note:''' 10<br />
<br />
<br />
=== Count Kromire ===<br />
==== Review by Dugi ====<br />
'''Tags:''' custom era, vampires, skirmish<br />
<br />
'''Description:''' A vampire campaign. In our culture, there are two kinds of vampires, first the evil bloodthirsty creatures that are usually counts and dukes and rule over small realms in dark mountains, and second, the eternal high school kids who fall in love with teens. Of course, this is about the first, cool kind of vampires. A bloodsucker has lost his land to celestials, and fights to get it back. He forges an alliance with other vampires and a strange order of humans (Windsong), and together they defeat the celestials and get his land back.<br />
<br />
'''Summary:''' It starts in a really cool way, you have two vampires and have to bite peasants to get more vampires from them. However, you will quickly get the ability to recruit them (because getting all units from plague making level 0 units would be a pain). Most of the campaign is rather classical, with well-designed and well-balanced scenarios. You play with vampires, a really interesting faction (with mages, archers, melee fighters, poison, drain on most units). The maps looks somewhat glum, but that is what you'd expect from a land controlled by vamps. They aren't very realistic either, but that actually makes the gameplay better. The way the end happens depends on some previous actions. Dialogues are not bad, quite funny because of a vampire who can't speak properly because of his huge teeth.<br />
<br />
Using a custom era has its downsides, though. Almost all units lack animations, so all combat is like headbutting with blade damage. The lore behind the factions is not as deep as in mainline, so you just don't know the motivations of most enemies to attack you. As a result, the story isn't anything special. It also has quite a strange element, if you let a guy live, he will attack you later for the arrogance of fighting him (he also quite unpleasantly surprises you by turning against you when you defeat the enemies together, for your arrogance, and it might get you defeated very easily if you aren't ready for it). I was really displeased by seeing in a description that vampires are immune to drain and plague, but shouldn't be immune to poison, but the engine does not allow it, that was total bullshit, but that is rather a part of the era.<br />
<br />
If you are bored with default era and can ignore the lack of animations, you will like it. If you seek gameplay-wise interesting factions, you'll like it too. Also if you are a fan of Twilight and need to learn what are the vampire stories about. But if you are okay with default era and classical factions and seek unusual scenarios and stories, you might not like it.<br />
<br />
'''Surroundings:''' 5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 7<br />
<br />
<br />
=== Fate of a Princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. In the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
==== Review by Arawn (0.9.24) ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG, adventure, rescue, quest<br />
<br />
'''Review:''' Greatly enjoyed this campaign. It's a bit long but worth it. You're given control of a small squad of units to bring aid to your people (the elves). From the start, you get to use unique, very well-designed units alongside standard ones. The story is entertaining but never makes the mistake of turning into a comedy or taking itself too seriously. There are also new AMLA advancements and weapons. Both made the campaign a lot of fun for me. Best of all, the story is referenced by other campaigns (Brave Wings, I think), adding a sense of realism.<br />
<br />
'''Surroundings''' 9<br />
<br />
'''Design:''' * 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 5<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
==== Review by lipk ====<br />
Invasion from the Unknown was the first add-on I played (not completely unrelated to the fact that it was first entry in the campaign list back in the 1.8 days) and is still among my favorites. IftU has exceptionally well-designed maps, loads of custom terrain and units, and even some portrait art. The world is rich and detailed, it makes you want to press on to explore it deeper. The plot isn't a strong point of the campaign, though, it's awfully linear (that wouldn't be a problem on it's own right if it was shorter, but in 20+ scenarios, it would be nice to see some twists), and anyone who's familiar with UtBS should notice that it pretty much lacks originality, too. I didn't like the game play either; the campaign turns into a sequence of dungeon crawls and megalomaniac battles very early on, both of which I find slow and boring. That might be just my taste, though.<br />
<br />
All in all, Invasion from the Unknown is a well put-together product. It has major flaws regarding scenario and plot design, which might severely reduce the replay value of this campaign, but it's certainly worth playing at least once.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 6<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 7<br />
<br />
==== Review by taptap ====<br />
<br />
I resisted playing Invasion from the Unknown for a long time as I shied away from the thought of combining necromancy and elves, when I finally did I was pleasantly surprised. It is for me the most iconic campaign in UMC, redefines elvish history, sketches a cosmology for the ages after the fall. It is a campaign everyone should play at least once. With the Chaos empire and its various allies and enemies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and art, which is often on par with mainline campaigns.<br />
<br />
There are flaws, however. The hero is generic, the plot is full of holes and deus-ex-machina moments and sudden reversals for no good reason whatsoever. There are some serious gameplay issues in the second part as well. The individual scenarios / gameplay change between very good (e.g. introduction, moon valley, the final of part 1), interesting (e.g. some of the puzzles = boss fights) and broken (e.g. desert travel, the heart), and it is overall slightly heavy on not-that-challenging dungeon crawling. I do hate the sheer amount of triggered events, which discourage scouting and that is a bad thing in a wargame.<br />
<br />
The campaign could benefit tremendously from wiping out the recall list in the second part apart from the heroes as it is done in the sequel After the Storm. It would allow to balance the second part, which is sorely needed.<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by bumbadadabum ====<br />
'''Description:''' (quoting Raijer) A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
==== Review by t3st3r ====<br />
'''Description''': Really large and custom campaign about two heroes who are about to become legendary half-gods. During campaings there are also several "lesser" heroes with remarkable powers and abilities as well, which makes game more interesting for sure. Right now there are 9 chapters, about 200 scenarios (10 planned as far as I know). Largest and most diverse campaign I've seen so far for BfW. And the only campaign I've replayed THREE times. Because I like overall gameplay so much that I has been willing to play it even when there was 3 or 4 chapters ready, so it has been quite incomplete. To my taste it's the most epic campaign for BfW to the date. <br />
<br />
In this campaign player could find nearly all you could expect from decent game scripting engine and seriously customized scenarios. And nearly all you've missed in original BfW campaigns and maps. Great AMLAs, much better than original BfW AMLAs are. Isn't it boring to kill 20 enemies just to get some dumb +3 hp bonus? This campaign corrects this problem: most advancements are actually useful and you can control units development path (to some degree). There are some extra LVLs for many units, this is really adding up. Sure, there could be factions balance issues if you use such settings for PvP, but it's not a problem of campaign itself and it really adds up to gameplay. There will be a number of really strong enemies of truly epic scale. Real dragons, real monsters, real freaks, real arch-enemies. All kings of dangerous things you can imagine and even more than that. Some of them require very custom approach so reading in-game messages/hints is a must. There is decent items system as well. Sure, geared warriors could handle much more than those with bare hands or simple weapons. Some items could even allow "simple" (non-hero) units to challenge some tough monsters on their own. Though many arch-enemies would be hard to kill even for main heroes without proper handling and using their weak points. To my taste, I really like this campaign. In fact it's my favorite campaign, thanks to custome AMLAs, 10 chapters, items system, strong enemies and various twists to add more fun to gameplay. Sometimes you can also use units from previous chapters, which allows you to have strong army of relatively few powerful units, which is just convenient to play. This is taken into account and those who continues from old chapters are facing much stronger resistance than those who starts chapter from scratch with "dummy" heroes and lack of geared and leveled army. There are some secrets and treasures hidden, custom events and so on. There is even some basic form of item crafting, some multi-part artefacts and so on. So players who are careful to details could have some extra/optional fun in game. This is what always distinguishes well thought maps from serious map makers and scripters. So if someone tired of standard boring BfW game mechanics, it's really worth to try this campaign out to see something new, beyond standard BFW mechanics and take some completely new look on familiar storylines.<br />
<br />
'''Summary''': This is a very long campaign, telling the story of two heroes who would follow a long path from mere mortals up to strong half-gods, capable of challenging almost any kinds of <br />
things. This is somewhat mixed into classic BfW storyline and shows it from different point of view, which isn't as simple as it looks like. First chapters show us how heroes would become some immortal and powerful beings, then they will gain more power and finally manage to become half-gods. While it's really long story, there are so many types of enemies, their abilities, new storyline twists, unexpected things and so on, that it's still remains fun to play. Even after you played many chapters already. Sure, some scenarios are lengthy and/or take too much efforts to control units or wait for AI moves. However, if campaign haves ~200 scenarios, it's hard to iron out all issues in just one shot. Yet it still impressive already, especially granted that it's still work in progress and is not yet complete. <br />
<br />
Difficulty of this campaign varies. Depending on paths you've taken, units equipent and how all this affects certain enemies, some enemies could be easier/harder than others. On normal difficulty level it should be manageable for seasoned BfW player. I would not recommend this campaign to newbies as it would teach you many funny things which will be (unfortunately!) missing in most of other BfW campaigns. Players have to understand it uses enhanced game mechanics. Maps vary wildly, ranging from standard "kill them all" scenarios to RPG and quest style maps. You can develop some really new and uncommon tactics. For example, you can use meteor spell to blow up a host of powerful enemies and then teleport away if situation permits. New abilities for new strategies are nearly countless, thanks to improved AMLAs, items system and new spells and their AMLA improvements.<br />
<br />
In this campaign you can often have "convenient" army composed of relatively few relatively powerful units with some special abilities, complementing each other. As for me, it's annoying to deal with 100 lvl 1 weaklings. I'm as human is inefficient and slow in doing so. This campaign will be far more convenient most of time. It's usually enough to have 10-20 strong units + some heroes to win scenario. <br />
<br />
Though it's noteworthy to mention that advanced items system and AMLAs are making it hard keep it perfectly balanced in all corner cases in all possible combinations, so sometimes you can face some too simple or quite hard maps, unexpectedly. However, unless there is some bug, seasoned BfW players should not have real troubles in most places. And it will feel unique each time you play it, as you will take different paths here and there. That what makes it funny to replay, trying different paths in advancements.<br />
<br />
The most daunting issue to my taste is that BfW core neither really supports items system on it's own, nor it provides any decent UI to deal with items. I think BfW authors should consider adding support for items and items management to the BfW core to make mapmakers life easier. It's not only campaign where this problem exists, there are dozen and half of campaigns sharing same issue. But as this campaign makes extensive use of items, it's where problem is getting really obvious. AI is really dumb and clueless at handling items/extended features, etc. And sometimes in-game computations could take a while, so powerful CPU could be a good idea. I can also admit that authors of various campaigns have minor mismatches in explaining the very same events from BfW world. Ideally, they mismatches have to be corrected but it requires cooperation of large number of independent people and I can understand it's somewhat troublesome to achieve. And of course there are some things to iron out as it's still work in progress. This probably applies to complaints that AI takes a long time to complete turns, etc - on some maps it's really good idea to go to preferences and set "skip AI moves" option on.<br />
<br />
'''Surroundings''': 8<br />
<br />
'''Design''': 8<br />
<br />
'''Story''': 9<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by Kpearce ====<br />
'''Campaign''' Legend of the Invincibles 3.0.1<br />
<br />
'''Review by''' Kpearce<br />
<br />
'''Review:''' I have so far played all of part 1. This is a very complicated campaign. From a coding perspective, it is quite impressive. The item system is extremely sophisticated. However, I found things buggy from time to time (playing on Wesnoth 1.11; admittedly a development release). Also, some of the controls are annoying. For instance, in the later part if you right-click a unit to change the items it is using, there is a menu item that says 'Devour.' I don't know what it's for, but if you click it accidentally your unit dies and it is not possible to undo.<br />
<br />
It takes quite a while to get the hang of the item system, but once you do it makes things much more complicated and interesting. On the whole, I like it. One complaint, though, is that it's hard to tell how formidable enemies are. It seems that some of them use items as well, and there are non-standard unit types that borrow standard graphics. Also, there are many more traits and abilities than in standard campaigns. The overall effect is that you can't tell what you're up against by looking. In some cases, certain abilities and things cause you to take damage whenever you hit the opposing unit, and I haven't figured out a way to see this in the interface.<br />
<br />
I really like the whirlwind attack, and other similar things, and the extra advances and the AMLA system.<br />
<br />
The story is interesting in places but nonsensical in others. Basically, I would say it's unpolished. The story, like the campaign as a whole, is pretty complicated. The dialogue needs copy editing.<br />
<br />
This campaign was an extremely ambitious undertaking by its author and it is probably as a result of that that the whole thing just feels not quite polished. With some cleaning up, this could be a really excellent campaign.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 2 (too big a time sink to do more than once)<br />
<br />
'''Player note:''' 8<br />
<br />
=== Only Death Behind ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' undead, skirmish, short, nice maps, good story, few units<br />
<br />
'''Description:''' (Only Death Behind, version 1.0.0) Three ghosts have made their escape from the lands of death back into the world of the living. Without material bodies, and without memories, indeed they can not even remember their own names.<br />
<br />
You play those three ghosts, your mission is to give them back human bodies and - their memories. <br />
<br />
'''Summary:''' I enjoined this campaign, because I love short campaigns with small maps and just a few units to handle.<br />
This campaign has also a brilliant story, it has beautiful maps, great ideas, and some unforeseen story changes.<br />
It is playable in just a few hours, and it is fun to play.<br />
<br />
I definitely recommend this campaign.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Return to Noelren ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' skirmish, RPG, unusual style, brilliant ideas, fun, nice maps, good story, adventure<br />
<br />
'''Description:''' (Return to Noelren, version 0.7.7) The author shows here what can be done with WML (and LUA). He shows brilliant new ideas, fantastic stuff I've never seen before in Wesnoth campaigns.<br />
The player can build bridges and boats to cross waters.<br />
There's a map with ebb and flow.<br />
Magic castles which rise suddenly from empty ground.<br />
A magic wand that transforms a strong enemy into a week creature.<br />
And many more fantastic surprises.<br />
It induces a right-click help menu that can be called every time the player stuck somewhere.<br />
<br />
<br />
'''Summary:''' This is not a usual "Kill all enemies" campaign, and if you are searching for such a campaign or for epic battles, then you better choose a different campaign. I would recommend this campaign rather to the player who wants to play a different campaign, with different ideas, and different objectives.<br />
The difficulty is easy, many scenarios here are not terminated by a turn limit, but I wouldn't call this a campaign for beginners.<br />
The objectives are clear, (and if not then you have the help menu).<br />
The campaign is fun to play, not a hard "battle after battle", it's rather like a journey.<br />
<br />
It is the unusual style, and the surprising ideas that makes this campaign so worth to play.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' goblins,skirmish,story<br />
<br />
'''Description:''' see previous review.<br />
<br />
'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
==== Review by pauline ====<br />
'''Version:''' Swamplings v1.1.7n – Wesnoth v1.10.06 – Single Player – Level Medium<br />
<br />
'''Tags:''' A turbulent time of wonderful BfW-inventions: wolfriding, humor and elaborate speech<br />
<br />
'''Review:''' see previous reviews: A modest, enjoyable campaign ? Honest, no more ?<br />
<br />
Swamplings = A clever plot full of twists, the thrill of exciting adventures, a mix of amazingly creative events, difficult battles that rely on real good strategy, many new characters, impressing maps with great attention to detail, entertaining ideas of a "Goblin of Chaos" ...<br />
<br />
I truly enjoyed this unpredictable story that remains interesting and fun through the whole campaign, full of original surprises that left me speechless. I am very fond of its engaging heroes, always on the verge of an unwanted battle, cracking unique jokes while smartly dealing with the big folks by providing an advancement of quite epic importance to BfW. Straight to the point:<br />
<br />
What else does it need for a campaign to be more gratifying ?<br />
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OK, it isn't suited for players who prefer fierce wiping the floor-fights and instant victory without the "tedious" task of planing non-conventional tactics. And definitely not for those who consider the unexpected rather a so called "tomato surprise" than a dynamic situation. I can´t see how one can have more fun if all becomes as expected and everything goes according known circumstances.<br />
<br />
I recommend "Swamplings" to anyone interested in appealing, unusual aspects among the great variety of BfW-campaigns.<br />
<br />
'''Surroundings:''' 9 - e.g.: I find the cutscenes and board images very nice.<br />
<br />
'''Design:''' 9 - The quality of each scenario increases with new, masterfully done units and object designs.<br />
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'''Story:''' 10 - Imo, justly considered one of the campaign's greatest strengths.<br />
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'''Fun:''' 10 - due to hilarious dialogs and a great number of very comic events<br />
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'''Replay value:''' 9 - Mastering the sheer feasibility of the first "only Goblin-"-battles and the possibility of a different approach to most scenarios challenged me already to play through it several times.<br />
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'''Player note:''' 8 - My only real complaint: I'd love to see a couple more scenarios !<br />
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'''Link to review''' I´ld like to point out: I´m not a very experienced player, neither do I think this campaign flawless.<br />
<br />
While playing I posted personal thoughts in the feedback thread, hoping my amateurish perspective might help to even improve the already high quality (and satisfy some selfish wishes, too). http://forums.wesnoth.org/viewtopic.php?f=8&t=29784&start=285#p557218 <br />
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<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
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'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
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'''Surroundings:''' 6<br />
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'''Design:''' 8<br />
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'''Story:''' 9<br />
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'''Fun:''' 10<br />
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<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
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<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
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'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
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'''Surroundings:''' 10<br />
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'''Design:''' 7<br />
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'''Story:''' 5<br />
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'''Fun:''' 6<br />
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== Back to Guide to UMC Campaigns ==<br />
* '''[[Guide to UMC Campaigns]]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
You also find a 'How to add a review' help there.<br />
<br />
And if you don't want, or don't know how to edit the wiki page, then you can post your review also here. I (Adamant14) will add it to this page then.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=52364Player UMC Reviews2013-11-06T15:20:06Z<p>Taptap: /* Review by taptap */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
<br />
<br />
<br />
<br />
=== Blueprint ===<br />
<br />
'''Campaign''' * [add the name of the reviewed campaign here] [version number of reviewed campaign]<br />
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'''Review by''' * [add your name here]<br />
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'''Tags:''' * describe the add-on using a few keywords<br />
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'''Review:''' * personal evaluation of the campaign taking into account different aspects such as gameplay, plot, map design, art, etc.<br />
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'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
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'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
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'''Story:''' * add your rating of the story's quality here (1-10)<br />
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'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
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'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
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'''Player note:''' * add your overall rating here (1-10) <br />
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'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
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* If you you are not familiar with editing wiki pages, then you can find a "How to add a review" help '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 here]''' (first post, point three).<br />
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<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
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<br />
=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
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'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
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'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
<br />
<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
<br />
<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
<br />
<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
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All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
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'''Surroundings:''' 10<br />
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'''Design:''' 10<br />
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'''Story:''' 10<br />
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'''Fun:''' 10<br />
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'''Replay value:''' 9<br />
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'''Player Note:''' 10<br />
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==== Review by bumbadadabum (0.9.2+svn) ====<br />
'''Review:''' Although it starts out quite slow, and has some lesser parts in there, I have to say that this is one of the best wesnoth campaigns I've played, and in my opinion even beats its prequel, <i>Invasion from the Unknown</i>. It's very well coded with great attention to detail, has a very good story, and very good maps, especially in Episode 3. The gameplay consists of a variety of battle scenarios, which feel very epic without the scale being too big, and a lot of dungeon-crawling scenarios, broken up with the occasional cutscene. It's not very easy, and it forces you to have a plan for the scenario, which is something I like. Because of the design of the campaign (the episodes all feel like separate campaigns) I'm going to talk about them separately.<br />
<br />
<b>Episode 1:</b><br />
This one starts off slow, with the first few scenarios having little interesting things happening, both gameplay- and storywise, although they weren't bad either. Once things start happening though, the story gets much better and the gameplay more interesting (I especially liked scenario 4 and 5), up until the last few scenarios, when some very abrupt (and almost unnecessary in my opinion) events take place, which actually left me speechless the first time I witnessed them. Another thing that left me speechless was the final cutscene, which was masterfully done and was one of the best in this campaign. In short, it starts off slow, but keeps accelerating once you progress further into the story. It's very well done overall, but it has some things I don't like.<br />
<br />
<b>Episode 2:</b><br />
Episode 2 starts off a bit slow once again, but quickly introduces the player to some important characters and gets us back into the main storyline. It features quite a lot of plot twist, and was especially fun to play through the first time. The gameplay is little different from E1's in that it features a lot of "Defeat enemy leaders" scenarios, but the variety in maps and enemies made it so it wasn't boring. It does however, feature my least favorite scenario in this campaign, scenario 6, but the last 5 scenarios more than make up for this by being some of the best scenarios in this campaign. The final boss and ending cutscene were again very fun, and served as a nice ending of the episode.<br />
<br />
<b>Episode 3</b>:<br />
I can't express how much I liked this episode. I was hooked from beginning to end, and played it all in one session. It immediately starts with, in my opinion, the best opening to a campaign I've ever seen, and got me into the story immediately. The scenarios in this episode are much more story-driven than the others, and the gameplay didn't disappoint either. The next few scenarios, although the were hard at times and frustrated me a bit) were still a lot of fun, but after scenario 6 is when things really start. The story divides into 2 branches. One of them is filled with epic battles, and is considerably less story-driven than the other one. The other one almost plays like a cutscene, and features the best atmosphere I've ever encountered in a campaign. The story keeps accelerating and expanding, and climaxes in very well made final boss. It has an open ending, and leaves much room for speculation. I'm not going to spoil much more, since I'd recommend everyone to play it.<br />
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I'd rate this campaign as nearly flawless, if it'd only be based on the last episode; the other 2 are sometimes lacking a bit of pacing, and some scenarios were a bit frustrating. Overall, I think this is a great campaign, and was worth playing every minute.<br />
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'''Surroundings:''' 9<br />
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'''Design:''' 9<br />
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'''Story:''' 10<br />
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'''Fun:''' 9<br />
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'''Replay value:''' 8<br />
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'''Player note:''' 9<br />
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==== Review by lipk ====<br />
If I had to describe After the Storm in one word, that would be "monumental". It's mostly like IftU on steroids, although there's a lot of quality improvement as well in some aspects that weren't strong points of its prequel. <br />
<br />
Let's see the visuals first. Shadowmaster is certainly not the best artist out there, but his stuff is good enough not to block you from immersing yourself in the story, and the sheer amount of custom art is amazing. That, along with the very creative use of various effects in cutscenes makes After the Storm the most visually pleasing and filmlike campaign I ever played. I also liked careful choice of music.<br />
<br />
Speaking of writing, AtS fixes IftU's two major flaws: predictability and unoriginality. The plot is full of turns and surprises, and remains interesting through the whole campaign. Sometimes it feels more like a series random events rather than a coherent flow, but Wesnoth is a strategy game after all; AtS is more than okay in this aspect. The backstory, on the other hand, is overly convoluted, confusing and boring, especially in Episode 3. You simply lose interest in even more ancient-powerful-mystic creatures, artifacts and such after a while, especially when they're materialized only on the level of endless dialogs.<br />
<br />
Good news is AtS has fewer dungeon crawls, bad news is that pickuppables are gone, so they are even more boring. Yeah, I think it can't be helped: I simply hate that kind of game play. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about picking the best spot to defend against enemy waves, which makes these scenarios kinda static (still challenging, though).<br />
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'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
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'''Story:''' 8<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 4<br />
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'''Player note:''' 8<br />
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=== A New Order ===<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' Akladians,skirmish,story<br />
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'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
<br />
The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
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'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
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At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
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A classic which many different people can enjoy.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
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'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
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==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
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'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
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'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
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'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
<br />
'''Player note:''' * Overall rating would be 8/10.<br />
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<br />
===Birth of a Lich===<br />
====Review by Kanzil====<br />
'''tags''' Malifor, descent into darkness, orcs, undead<br />
<br />
'''Review''' This is one of those wonderful campaigns that fill in the gaps, that tell of the side-events of Wesnoth. It is laden with storyline and likeable characters, and, despite being scattered with grammatical mistakes, is nevertheless a very engaging read about a character many will know from DiD. It tells of the journey of Malifor from an young, outcast from his village, to dread Lich. Throughout, the story tells of the great tumults of the north lands, and even features the legendary Dwarf-Lord<br />
Thunedain. It fits seamlessly into the period described - the council of the magi includes Sagus and Leollyn - and the story is written with a well-researched adherence to canon; everywhere the campaign author seeks to add authenticity and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives the campaign along, and it has a wonderful flow. There are some quite epic battles, and it really is, overall, a gem of a campaign. Don't expect innovative WML, as it is a very conventional campaign, but it is certainly worth a look if you like campaigns that are relatively straightforward and have good storylines and interesting characters. Ultimately, though not particularly avant-garde, it is very well done.<br />
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'''Surroundings''' 8.5<br />
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'''Design:''' 9<br />
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'''Story:''' 9.5<br />
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'''Fun:''' 8<br />
<br />
'''Replay value:''' 7.5<br />
<br />
'''Player note:''' 8.5<br />
<br />
<br />
=== Brave Wings ===<br />
==== Review by Arawn ====<br />
'''Tags:''' drakes, adventure, rpg<br />
<br />
'''Review:''' You take control of a band of drakes as they look for a potion to restore their island from undead. Just like in Fate of a Princess, you have a bunch of cool new units and items to make the experience unique. I loved this campaign for its happy storyline and units. I will admit it has a cliche, deux ex machina ending, but that's the only problem I can recall. Balancing is well-done, especially in areas where you have allies (I played on easy difficulty). There is some replay value since you can play around with who gets what item, but really, it's more of a one-time campaign. Loved the drake blademaster.<br />
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'''Surroundings''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 6<br />
<br />
'''Player note:''' 10<br />
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<br />
=== Count Kromire ===<br />
==== Review by Dugi ====<br />
'''Tags:''' custom era, vampires, skirmish<br />
<br />
'''Description:''' A vampire campaign. In our culture, there are two kinds of vampires, first the evil bloodthirsty creatures that are usually counts and dukes and rule over small realms in dark mountains, and second, the eternal high school kids who fall in love with teens. Of course, this is about the first, cool kind of vampires. A bloodsucker has lost his land to celestials, and fights to get it back. He forges an alliance with other vampires and a strange order of humans (Windsong), and together they defeat the celestials and get his land back.<br />
<br />
'''Summary:''' It starts in a really cool way, you have two vampires and have to bite peasants to get more vampires from them. However, you will quickly get the ability to recruit them (because getting all units from plague making level 0 units would be a pain). Most of the campaign is rather classical, with well-designed and well-balanced scenarios. You play with vampires, a really interesting faction (with mages, archers, melee fighters, poison, drain on most units). The maps looks somewhat glum, but that is what you'd expect from a land controlled by vamps. They aren't very realistic either, but that actually makes the gameplay better. The way the end happens depends on some previous actions. Dialogues are not bad, quite funny because of a vampire who can't speak properly because of his huge teeth.<br />
<br />
Using a custom era has its downsides, though. Almost all units lack animations, so all combat is like headbutting with blade damage. The lore behind the factions is not as deep as in mainline, so you just don't know the motivations of most enemies to attack you. As a result, the story isn't anything special. It also has quite a strange element, if you let a guy live, he will attack you later for the arrogance of fighting him (he also quite unpleasantly surprises you by turning against you when you defeat the enemies together, for your arrogance, and it might get you defeated very easily if you aren't ready for it). I was really displeased by seeing in a description that vampires are immune to drain and plague, but shouldn't be immune to poison, but the engine does not allow it, that was total bullshit, but that is rather a part of the era.<br />
<br />
If you are bored with default era and can ignore the lack of animations, you will like it. If you seek gameplay-wise interesting factions, you'll like it too. Also if you are a fan of Twilight and need to learn what are the vampire stories about. But if you are okay with default era and classical factions and seek unusual scenarios and stories, you might not like it.<br />
<br />
'''Surroundings:''' 5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 7<br />
<br />
<br />
=== Fate of a Princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. In the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
==== Review by Arawn (0.9.24) ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG, adventure, rescue, quest<br />
<br />
'''Review:''' Greatly enjoyed this campaign. It's a bit long but worth it. You're given control of a small squad of units to bring aid to your people (the elves). From the start, you get to use unique, very well-designed units alongside standard ones. The story is entertaining but never makes the mistake of turning into a comedy or taking itself too seriously. There are also new AMLA advancements and weapons. Both made the campaign a lot of fun for me. Best of all, the story is referenced by other campaigns (Brave Wings, I think), adding a sense of realism.<br />
<br />
'''Surroundings''' 9<br />
<br />
'''Design:''' * 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 5<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
==== Review by lipk ====<br />
Invasion from the Unknown was the first add-on I played (not completely unrelated to the fact that it was first entry in the campaign list back in the 1.8 days) and is still among my favorites. IftU has exceptionally well-designed maps, loads of custom terrain and units, and even some portrait art. The world is rich and detailed, it makes you want to press on to explore it deeper. The plot isn't a strong point of the campaign, though, it's awfully linear (that wouldn't be a problem on it's own right if it was shorter, but in 20+ scenarios, it would be nice to see some twists), and anyone who's familiar with UtBS should notice that it pretty much lacks originality, too. I didn't like the game play either; the campaign turns into a sequence of dungeon crawls and megalomaniac battles very early on, both of which I find slow and boring. That might be just my taste, though.<br />
<br />
All in all, Invasion from the Unknown is a well put-together product. It has major flaws regarding scenario and plot design, which might severely reduce the replay value of this campaign, but it's certainly worth playing at least once.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 6<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 7<br />
<br />
==== Review by taptap ====<br />
<br />
I resisted playing Invasion from the Unknown for a long time as I shied away from the thought of combining necromancy and elves, when I finally did I was pleasantly surprised. It is for me the most iconic campaign in UMC, redefines elvish history, sketches a cosmology for the ages after the fall. It is a campaign everyone should play at least once. With the Chaos empire and its various allies and enemies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and art, which is often on par with mainline campaigns.<br />
<br />
There are flaws, however. The hero is generic, the plot is full of holes and deus-ex-machina moments and sudden reversals for no good reason whatsoever. There are some serious gameplay issues in the second part as well. The individual scenarios / gameplay change between very good (e.g. introduction, moon valley, the final of part 1), interesting (e.g. some of the puzzles = boss fights) and broken (e.g. desert travel, the heart), and it is overall slightly heavy on not-that-challenging dungeon crawling. I do hate the sheer amount of triggered events, which discourage scouting and that is a bad thing in a wargame.<br />
<br />
The campaign could benefit tremendously from wiping out the recall list in the second part apart from the heroes as it is done in the sequel After the Storm. It would allow to balance the second part, which is sorely needed.<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by bumbadadabum ====<br />
'''Description:''' (quoting Raijer) A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
==== Review by t3st3r ====<br />
'''Description''': Really large and custom campaign about two heroes who are about to become legendary half-gods. During campaings there are also several "lesser" heroes with remarkable powers and abilities as well, which makes game more interesting for sure. Right now there are 9 chapters, about 200 scenarios (10 planned as far as I know). Largest and most diverse campaign I've seen so far for BfW. And the only campaign I've replayed THREE times. Because I like overall gameplay so much that I has been willing to play it even when there was 3 or 4 chapters ready, so it has been quite incomplete. To my taste it's the most epic campaign for BfW to the date. <br />
<br />
In this campaign player could find nearly all you could expect from decent game scripting engine and seriously customized scenarios. And nearly all you've missed in original BfW campaigns and maps. Great AMLAs, much better than original BfW AMLAs are. Isn't it boring to kill 20 enemies just to get some dumb +3 hp bonus? This campaign corrects this problem: most advancements are actually useful and you can control units development path (to some degree). There are some extra LVLs for many units, this is really adding up. Sure, there could be factions balance issues if you use such settings for PvP, but it's not a problem of campaign itself and it really adds up to gameplay. There will be a number of really strong enemies of truly epic scale. Real dragons, real monsters, real freaks, real arch-enemies. All kings of dangerous things you can imagine and even more than that. Some of them require very custom approach so reading in-game messages/hints is a must. There is decent items system as well. Sure, geared warriors could handle much more than those with bare hands or simple weapons. Some items could even allow "simple" (non-hero) units to challenge some tough monsters on their own. Though many arch-enemies would be hard to kill even for main heroes without proper handling and using their weak points. To my taste, I really like this campaign. In fact it's my favorite campaign, thanks to custome AMLAs, 10 chapters, items system, strong enemies and various twists to add more fun to gameplay. Sometimes you can also use units from previous chapters, which allows you to have strong army of relatively few powerful units, which is just convenient to play. This is taken into account and those who continues from old chapters are facing much stronger resistance than those who starts chapter from scratch with "dummy" heroes and lack of geared and leveled army. There are some secrets and treasures hidden, custom events and so on. There is even some basic form of item crafting, some multi-part artefacts and so on. So players who are careful to details could have some extra/optional fun in game. This is what always distinguishes well thought maps from serious map makers and scripters. So if someone tired of standard boring BfW game mechanics, it's really worth to try this campaign out to see something new, beyond standard BFW mechanics and take some completely new look on familiar storylines.<br />
<br />
'''Summary''': This is a very long campaign, telling the story of two heroes who would follow a long path from mere mortals up to strong half-gods, capable of challenging almost any kinds of <br />
things. This is somewhat mixed into classic BfW storyline and shows it from different point of view, which isn't as simple as it looks like. First chapters show us how heroes would become some immortal and powerful beings, then they will gain more power and finally manage to become half-gods. While it's really long story, there are so many types of enemies, their abilities, new storyline twists, unexpected things and so on, that it's still remains fun to play. Even after you played many chapters already. Sure, some scenarios are lengthy and/or take too much efforts to control units or wait for AI moves. However, if campaign haves ~200 scenarios, it's hard to iron out all issues in just one shot. Yet it still impressive already, especially granted that it's still work in progress and is not yet complete. <br />
<br />
Difficulty of this campaign varies. Depending on paths you've taken, units equipent and how all this affects certain enemies, some enemies could be easier/harder than others. On normal difficulty level it should be manageable for seasoned BfW player. I would not recommend this campaign to newbies as it would teach you many funny things which will be (unfortunately!) missing in most of other BfW campaigns. Players have to understand it uses enhanced game mechanics. Maps vary wildly, ranging from standard "kill them all" scenarios to RPG and quest style maps. You can develop some really new and uncommon tactics. For example, you can use meteor spell to blow up a host of powerful enemies and then teleport away if situation permits. New abilities for new strategies are nearly countless, thanks to improved AMLAs, items system and new spells and their AMLA improvements.<br />
<br />
In this campaign you can often have "convenient" army composed of relatively few relatively powerful units with some special abilities, complementing each other. As for me, it's annoying to deal with 100 lvl 1 weaklings. I'm as human is inefficient and slow in doing so. This campaign will be far more convenient most of time. It's usually enough to have 10-20 strong units + some heroes to win scenario. <br />
<br />
Though it's noteworthy to mention that advanced items system and AMLAs are making it hard keep it perfectly balanced in all corner cases in all possible combinations, so sometimes you can face some too simple or quite hard maps, unexpectedly. However, unless there is some bug, seasoned BfW players should not have real troubles in most places. And it will feel unique each time you play it, as you will take different paths here and there. That what makes it funny to replay, trying different paths in advancements.<br />
<br />
The most daunting issue to my taste is that BfW core neither really supports items system on it's own, nor it provides any decent UI to deal with items. I think BfW authors should consider adding support for items and items management to the BfW core to make mapmakers life easier. It's not only campaign where this problem exists, there are dozen and half of campaigns sharing same issue. But as this campaign makes extensive use of items, it's where problem is getting really obvious. AI is really dumb and clueless at handling items/extended features, etc. And sometimes in-game computations could take a while, so powerful CPU could be a good idea. I can also admit that authors of various campaigns have minor mismatches in explaining the very same events from BfW world. Ideally, they mismatches have to be corrected but it requires cooperation of large number of independent people and I can understand it's somewhat troublesome to achieve. And of course there are some things to iron out as it's still work in progress. This probably applies to complaints that AI takes a long time to complete turns, etc - on some maps it's really good idea to go to preferences and set "skip AI moves" option on.<br />
<br />
'''Surroundings''': 8<br />
<br />
'''Design''': 8<br />
<br />
'''Story''': 9<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by Kpearce ====<br />
'''Campaign''' Legend of the Invincibles 3.0.1<br />
<br />
'''Review by''' Kpearce<br />
<br />
'''Review:''' I have so far played all of part 1. This is a very complicated campaign. From a coding perspective, it is quite impressive. The item system is extremely sophisticated. However, I found things buggy from time to time (playing on Wesnoth 1.11; admittedly a development release). Also, some of the controls are annoying. For instance, in the later part if you right-click a unit to change the items it is using, there is a menu item that says 'Devour.' I don't know what it's for, but if you click it accidentally your unit dies and it is not possible to undo.<br />
<br />
It takes quite a while to get the hang of the item system, but once you do it makes things much more complicated and interesting. On the whole, I like it. One complaint, though, is that it's hard to tell how formidable enemies are. It seems that some of them use items as well, and there are non-standard unit types that borrow standard graphics. Also, there are many more traits and abilities than in standard campaigns. The overall effect is that you can't tell what you're up against by looking. In some cases, certain abilities and things cause you to take damage whenever you hit the opposing unit, and I haven't figured out a way to see this in the interface.<br />
<br />
I really like the whirlwind attack, and other similar things, and the extra advances and the AMLA system.<br />
<br />
The story is interesting in places but nonsensical in others. Basically, I would say it's unpolished. The story, like the campaign as a whole, is pretty complicated. The dialogue needs copy editing.<br />
<br />
This campaign was an extremely ambitious undertaking by its author and it is probably as a result of that that the whole thing just feels not quite polished. With some cleaning up, this could be a really excellent campaign.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 2 (too big a time sink to do more than once)<br />
<br />
'''Player note:''' 8<br />
<br />
=== Only Death Behind ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' undead, skirmish, short, nice maps, good story, few units<br />
<br />
'''Description:''' (Only Death Behind, version 1.0.0) Three ghosts have made their escape from the lands of death back into the world of the living. Without material bodies, and without memories, indeed they can not even remember their own names.<br />
<br />
You play those three ghosts, your mission is to give them back human bodies and - their memories. <br />
<br />
'''Summary:''' I enjoined this campaign, because I love short campaigns with small maps and just a few units to handle.<br />
This campaign has also a brilliant story, it has beautiful maps, great ideas, and some unforeseen story changes.<br />
It is playable in just a few hours, and it is fun to play.<br />
<br />
I definitely recommend this campaign.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
<br />
=== Return to Noelren ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' skirmish, RPG, unusual style, brilliant ideas, fun, nice maps, good story, adventure<br />
<br />
'''Description:''' (Return to Noelren, version 0.7.7) The author shows here what can be done with WML (and LUA). He shows brilliant new ideas, fantastic stuff I've never seen before in Wesnoth campaigns.<br />
The player can build bridges and boats to cross waters.<br />
There's a map with ebb and flow.<br />
Magic castles which rise suddenly from empty ground.<br />
A magic wand that transforms a strong enemy into a week creature.<br />
And many more fantastic surprises.<br />
It induces a right-click help menu that can be called every time the player stuck somewhere.<br />
<br />
<br />
'''Summary:''' This is not a usual "Kill all enemies" campaign, and if you are searching for such a campaign or for epic battles, then you better choose a different campaign. I would recommend this campaign rather to the player who wants to play a different campaign, with different ideas, and different objectives.<br />
The difficulty is easy, many scenarios here are not terminated by a turn limit, but I wouldn't call this a campaign for beginners.<br />
The objectives are clear, (and if not then you have the help menu).<br />
The campaign is fun to play, not a hard "battle after battle", it's rather like a journey.<br />
<br />
It is the unusual style, and the surprising ideas that makes this campaign so worth to play.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' goblins,skirmish,story<br />
<br />
'''Description:''' see previous review.<br />
<br />
'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
==== Review by pauline ====<br />
'''Version:''' Swamplings v1.1.7n – Wesnoth v1.10.06 – Single Player – Level Medium<br />
<br />
'''Tags:''' A turbulent time of wonderful BfW-inventions: wolfriding, humor and elaborate speech<br />
<br />
'''Review:''' see previous reviews: A modest, enjoyable campaign ? Honest, no more ?<br />
<br />
Swamplings = A clever plot full of twists, the thrill of exciting adventures, a mix of amazingly creative events, difficult battles that rely on real good strategy, many new characters, impressing maps with great attention to detail, entertaining ideas of a "Goblin of Chaos" ...<br />
<br />
I truly enjoyed this unpredictable story that remains interesting and fun through the whole campaign, full of original surprises that left me speechless. I am very fond of its engaging heroes, always on the verge of an unwanted battle, cracking unique jokes while smartly dealing with the big folks by providing an advancement of quite epic importance to BfW. Straight to the point:<br />
<br />
What else does it need for a campaign to be more gratifying ?<br />
<br />
OK, it isn't suited for players who prefer fierce wiping the floor-fights and instant victory without the "tedious" task of planing non-conventional tactics. And definitely not for those who consider the unexpected rather a so called "tomato surprise" than a dynamic situation. I can´t see how one can have more fun if all becomes as expected and everything goes according known circumstances.<br />
<br />
I recommend "Swamplings" to anyone interested in appealing, unusual aspects among the great variety of BfW-campaigns.<br />
<br />
'''Surroundings:''' 9 - e.g.: I find the cutscenes and board images very nice.<br />
<br />
'''Design:''' 9 - The quality of each scenario increases with new, masterfully done units and object designs.<br />
<br />
'''Story:''' 10 - Imo, justly considered one of the campaign's greatest strengths.<br />
<br />
'''Fun:''' 10 - due to hilarious dialogs and a great number of very comic events<br />
<br />
'''Replay value:''' 9 - Mastering the sheer feasibility of the first "only Goblin-"-battles and the possibility of a different approach to most scenarios challenged me already to play through it several times.<br />
<br />
'''Player note:''' 8 - My only real complaint: I'd love to see a couple more scenarios !<br />
<br />
'''Link to review''' I´ld like to point out: I´m not a very experienced player, neither do I think this campaign flawless.<br />
<br />
While playing I posted personal thoughts in the feedback thread, hoping my amateurish perspective might help to even improve the already high quality (and satisfy some selfish wishes, too). http://forums.wesnoth.org/viewtopic.php?f=8&t=29784&start=285#p557218 <br />
<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[[Guide to UMC Campaigns]]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
You also find a 'How to add a review' help there.<br />
<br />
And if you don't want, or don't know how to edit the wiki page, then you can post your review also here. I (Adamant14) will add it to this page then.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=52363Player UMC Reviews2013-11-06T14:58:46Z<p>Taptap: /* Review by taptap */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
<br />
<br />
<br />
<br />
=== Blueprint ===<br />
<br />
'''Campaign''' * [add the name of the reviewed campaign here] [version number of reviewed campaign]<br />
<br />
'''Review by''' * [add your name here]<br />
<br />
'''Tags:''' * describe the add-on using a few keywords<br />
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'''Review:''' * personal evaluation of the campaign taking into account different aspects such as gameplay, plot, map design, art, etc.<br />
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'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
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'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
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'''Story:''' * add your rating of the story's quality here (1-10)<br />
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'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
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'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
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'''Player note:''' * add your overall rating here (1-10) <br />
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'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
<br />
<br />
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* If you you are not familiar with editing wiki pages, then you can find a "How to add a review" help '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 here]''' (first post, point three).<br />
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<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
<br />
<br />
=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
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'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
<br />
'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
<br />
<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
<br />
<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
<br />
<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
<br />
All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player Note:''' 10<br />
<br />
==== Review by bumbadadabum (0.9.2+svn) ====<br />
'''Review:''' Although it starts out quite slow, and has some lesser parts in there, I have to say that this is one of the best wesnoth campaigns I've played, and in my opinion even beats its prequel, <i>Invasion from the Unknown</i>. It's very well coded with great attention to detail, has a very good story, and very good maps, especially in Episode 3. The gameplay consists of a variety of battle scenarios, which feel very epic without the scale being too big, and a lot of dungeon-crawling scenarios, broken up with the occasional cutscene. It's not very easy, and it forces you to have a plan for the scenario, which is something I like. Because of the design of the campaign (the episodes all feel like separate campaigns) I'm going to talk about them separately.<br />
<br />
<b>Episode 1:</b><br />
This one starts off slow, with the first few scenarios having little interesting things happening, both gameplay- and storywise, although they weren't bad either. Once things start happening though, the story gets much better and the gameplay more interesting (I especially liked scenario 4 and 5), up until the last few scenarios, when some very abrupt (and almost unnecessary in my opinion) events take place, which actually left me speechless the first time I witnessed them. Another thing that left me speechless was the final cutscene, which was masterfully done and was one of the best in this campaign. In short, it starts off slow, but keeps accelerating once you progress further into the story. It's very well done overall, but it has some things I don't like.<br />
<br />
<b>Episode 2:</b><br />
Episode 2 starts off a bit slow once again, but quickly introduces the player to some important characters and gets us back into the main storyline. It features quite a lot of plot twist, and was especially fun to play through the first time. The gameplay is little different from E1's in that it features a lot of "Defeat enemy leaders" scenarios, but the variety in maps and enemies made it so it wasn't boring. It does however, feature my least favorite scenario in this campaign, scenario 6, but the last 5 scenarios more than make up for this by being some of the best scenarios in this campaign. The final boss and ending cutscene were again very fun, and served as a nice ending of the episode.<br />
<br />
<b>Episode 3</b>:<br />
I can't express how much I liked this episode. I was hooked from beginning to end, and played it all in one session. It immediately starts with, in my opinion, the best opening to a campaign I've ever seen, and got me into the story immediately. The scenarios in this episode are much more story-driven than the others, and the gameplay didn't disappoint either. The next few scenarios, although the were hard at times and frustrated me a bit) were still a lot of fun, but after scenario 6 is when things really start. The story divides into 2 branches. One of them is filled with epic battles, and is considerably less story-driven than the other one. The other one almost plays like a cutscene, and features the best atmosphere I've ever encountered in a campaign. The story keeps accelerating and expanding, and climaxes in very well made final boss. It has an open ending, and leaves much room for speculation. I'm not going to spoil much more, since I'd recommend everyone to play it.<br />
<br />
I'd rate this campaign as nearly flawless, if it'd only be based on the last episode; the other 2 are sometimes lacking a bit of pacing, and some scenarios were a bit frustrating. Overall, I think this is a great campaign, and was worth playing every minute.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player note:''' 9<br />
<br />
==== Review by lipk ====<br />
If I had to describe After the Storm in one word, that would be "monumental". It's mostly like IftU on steroids, although there's a lot of quality improvement as well in some aspects that weren't strong points of its prequel. <br />
<br />
Let's see the visuals first. Shadowmaster is certainly not the best artist out there, but his stuff is good enough not to block you from immersing yourself in the story, and the sheer amount of custom art is amazing. That, along with the very creative use of various effects in cutscenes makes After the Storm the most visually pleasing and filmlike campaign I ever played. I also liked careful choice of music.<br />
<br />
Speaking of writing, AtS fixes IftU's two major flaws: predictability and unoriginality. The plot is full of turns and surprises, and remains interesting through the whole campaign. Sometimes it feels more like a series random events rather than a coherent flow, but Wesnoth is a strategy game after all; AtS is more than okay in this aspect. The backstory, on the other hand, is overly convoluted, confusing and boring, especially in Episode 3. You simply lose interest in even more ancient-powerful-mystic creatures, artifacts and such after a while, especially when they're materialized only on the level of endless dialogs.<br />
<br />
Good news is AtS has fewer dungeon crawls, bad news is that pickuppables are gone, so they are even more boring. Yeah, I think it can't be helped: I simply hate that kind of game play. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about picking the best spot to defend against enemy waves, which makes these scenarios kinda static (still challenging, though).<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 8<br />
<br />
<br />
=== A New Order ===<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' Akladians,skirmish,story<br />
<br />
'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
<br />
The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
<br />
'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
<br />
At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
<br />
A classic which many different people can enjoy.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 8<br />
<br />
'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
<br />
'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
<br />
'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
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'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
<br />
'''Player note:''' * Overall rating would be 8/10.<br />
<br />
<br />
===Birth of a Lich===<br />
====Review by Kanzil====<br />
'''tags''' Malifor, descent into darkness, orcs, undead<br />
<br />
'''Review''' This is one of those wonderful campaigns that fill in the gaps, that tell of the side-events of Wesnoth. It is laden with storyline and likeable characters, and, despite being scattered with grammatical mistakes, is nevertheless a very engaging read about a character many will know from DiD. It tells of the journey of Malifor from an young, outcast from his village, to dread Lich. Throughout, the story tells of the great tumults of the north lands, and even features the legendary Dwarf-Lord<br />
Thunedain. It fits seamlessly into the period described - the council of the magi includes Sagus and Leollyn - and the story is written with a well-researched adherence to canon; everywhere the campaign author seeks to add authenticity and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives the campaign along, and it has a wonderful flow. There are some quite epic battles, and it really is, overall, a gem of a campaign. Don't expect innovative WML, as it is a very conventional campaign, but it is certainly worth a look if you like campaigns that are relatively straightforward and have good storylines and interesting characters. Ultimately, though not particularly avant-garde, it is very well done.<br />
<br />
'''Surroundings''' 8.5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 9.5<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 7.5<br />
<br />
'''Player note:''' 8.5<br />
<br />
<br />
=== Brave Wings ===<br />
==== Review by Arawn ====<br />
'''Tags:''' drakes, adventure, rpg<br />
<br />
'''Review:''' You take control of a band of drakes as they look for a potion to restore their island from undead. Just like in Fate of a Princess, you have a bunch of cool new units and items to make the experience unique. I loved this campaign for its happy storyline and units. I will admit it has a cliche, deux ex machina ending, but that's the only problem I can recall. Balancing is well-done, especially in areas where you have allies (I played on easy difficulty). There is some replay value since you can play around with who gets what item, but really, it's more of a one-time campaign. Loved the drake blademaster.<br />
<br />
'''Surroundings''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 6<br />
<br />
'''Player note:''' 10<br />
<br />
<br />
=== Count Kromire ===<br />
==== Review by Dugi ====<br />
'''Tags:''' custom era, vampires, skirmish<br />
<br />
'''Description:''' A vampire campaign. In our culture, there are two kinds of vampires, first the evil bloodthirsty creatures that are usually counts and dukes and rule over small realms in dark mountains, and second, the eternal high school kids who fall in love with teens. Of course, this is about the first, cool kind of vampires. A bloodsucker has lost his land to celestials, and fights to get it back. He forges an alliance with other vampires and a strange order of humans (Windsong), and together they defeat the celestials and get his land back.<br />
<br />
'''Summary:''' It starts in a really cool way, you have two vampires and have to bite peasants to get more vampires from them. However, you will quickly get the ability to recruit them (because getting all units from plague making level 0 units would be a pain). Most of the campaign is rather classical, with well-designed and well-balanced scenarios. You play with vampires, a really interesting faction (with mages, archers, melee fighters, poison, drain on most units). The maps looks somewhat glum, but that is what you'd expect from a land controlled by vamps. They aren't very realistic either, but that actually makes the gameplay better. The way the end happens depends on some previous actions. Dialogues are not bad, quite funny because of a vampire who can't speak properly because of his huge teeth.<br />
<br />
Using a custom era has its downsides, though. Almost all units lack animations, so all combat is like headbutting with blade damage. The lore behind the factions is not as deep as in mainline, so you just don't know the motivations of most enemies to attack you. As a result, the story isn't anything special. It also has quite a strange element, if you let a guy live, he will attack you later for the arrogance of fighting him (he also quite unpleasantly surprises you by turning against you when you defeat the enemies together, for your arrogance, and it might get you defeated very easily if you aren't ready for it). I was really displeased by seeing in a description that vampires are immune to drain and plague, but shouldn't be immune to poison, but the engine does not allow it, that was total bullshit, but that is rather a part of the era.<br />
<br />
If you are bored with default era and can ignore the lack of animations, you will like it. If you seek gameplay-wise interesting factions, you'll like it too. Also if you are a fan of Twilight and need to learn what are the vampire stories about. But if you are okay with default era and classical factions and seek unusual scenarios and stories, you might not like it.<br />
<br />
'''Surroundings:''' 5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 7<br />
<br />
<br />
=== Fate of a Princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. In the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
==== Review by Arawn (0.9.24) ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG, adventure, rescue, quest<br />
<br />
'''Review:''' Greatly enjoyed this campaign. It's a bit long but worth it. You're given control of a small squad of units to bring aid to your people (the elves). From the start, you get to use unique, very well-designed units alongside standard ones. The story is entertaining but never makes the mistake of turning into a comedy or taking itself too seriously. There are also new AMLA advancements and weapons. Both made the campaign a lot of fun for me. Best of all, the story is referenced by other campaigns (Brave Wings, I think), adding a sense of realism.<br />
<br />
'''Surroundings''' 9<br />
<br />
'''Design:''' * 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 5<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
==== Review by lipk ====<br />
Invasion from the Unknown was the first add-on I played (not completely unrelated to the fact that it was first entry in the campaign list back in the 1.8 days) and is still among my favorites. IftU has exceptionally well-designed maps, loads of custom terrain and units, and even some portrait art. The world is rich and detailed, it makes you want to press on to explore it deeper. The plot isn't a strong point of the campaign, though, it's awfully linear (that wouldn't be a problem on it's own right if it was shorter, but in 20+ scenarios, it would be nice to see some twists), and anyone who's familiar with UtBS should notice that it pretty much lacks originality, too. I didn't like the game play either; the campaign turns into a sequence of dungeon crawls and megalomaniac battles very early on, both of which I find slow and boring. That might be just my taste, though.<br />
<br />
All in all, Invasion from the Unknown is a well put-together product. It has major flaws regarding scenario and plot design, which might severely reduce the replay value of this campaign, but it's certainly worth playing at least once.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 6<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 7<br />
<br />
==== Review by taptap ====<br />
<br />
I resisted playing Invasion from the Unknown for a long time as I shied away from the thought of combining necromancy and elves, when I finally did I was pleasantly surprised. It is for me the most iconic campaign in UMC, redefines elvish history, sketches a cosmology for the ages after the fall. It is a campaign everyone should play at least once. With the Chaos empire and its various allies and enemies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and art, which is often on par with mainline campaigns.<br />
<br />
There are flaws, however. The hero is generic, the plot is full of holes and deus-ex-machina moments and sudden reversals for no good reason whatsoever. There are some serious gameplay issues in the second part as well. The individual scenarios / gameplay change between very good (e.g. introduction, moon valley, the final of part 1), interesting (e.g. some of the puzzles = boss fights) and broken (e.g. desert travel, the heart), although it is overall slightly heavy on not-that-challenging dungeon crawling. I do hate the sheer amount of triggered events, which discourage scouting and that is a bad thing in a wargame.<br />
<br />
The campaign could benefit tremendously from wiping out the recall list in the second part apart from the heroes as it is done in the sequel After the Storm. It would allow to balance the second part, which is sorely needed.<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by bumbadadabum ====<br />
'''Description:''' (quoting Raijer) A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
==== Review by t3st3r ====<br />
'''Description''': Really large and custom campaign about two heroes who are about to become legendary half-gods. During campaings there are also several "lesser" heroes with remarkable powers and abilities as well, which makes game more interesting for sure. Right now there are 9 chapters, about 200 scenarios (10 planned as far as I know). Largest and most diverse campaign I've seen so far for BfW. And the only campaign I've replayed THREE times. Because I like overall gameplay so much that I has been willing to play it even when there was 3 or 4 chapters ready, so it has been quite incomplete. To my taste it's the most epic campaign for BfW to the date. <br />
<br />
In this campaign player could find nearly all you could expect from decent game scripting engine and seriously customized scenarios. And nearly all you've missed in original BfW campaigns and maps. Great AMLAs, much better than original BfW AMLAs are. Isn't it boring to kill 20 enemies just to get some dumb +3 hp bonus? This campaign corrects this problem: most advancements are actually useful and you can control units development path (to some degree). There are some extra LVLs for many units, this is really adding up. Sure, there could be factions balance issues if you use such settings for PvP, but it's not a problem of campaign itself and it really adds up to gameplay. There will be a number of really strong enemies of truly epic scale. Real dragons, real monsters, real freaks, real arch-enemies. All kings of dangerous things you can imagine and even more than that. Some of them require very custom approach so reading in-game messages/hints is a must. There is decent items system as well. Sure, geared warriors could handle much more than those with bare hands or simple weapons. Some items could even allow "simple" (non-hero) units to challenge some tough monsters on their own. Though many arch-enemies would be hard to kill even for main heroes without proper handling and using their weak points. To my taste, I really like this campaign. In fact it's my favorite campaign, thanks to custome AMLAs, 10 chapters, items system, strong enemies and various twists to add more fun to gameplay. Sometimes you can also use units from previous chapters, which allows you to have strong army of relatively few powerful units, which is just convenient to play. This is taken into account and those who continues from old chapters are facing much stronger resistance than those who starts chapter from scratch with "dummy" heroes and lack of geared and leveled army. There are some secrets and treasures hidden, custom events and so on. There is even some basic form of item crafting, some multi-part artefacts and so on. So players who are careful to details could have some extra/optional fun in game. This is what always distinguishes well thought maps from serious map makers and scripters. So if someone tired of standard boring BfW game mechanics, it's really worth to try this campaign out to see something new, beyond standard BFW mechanics and take some completely new look on familiar storylines.<br />
<br />
'''Summary''': This is a very long campaign, telling the story of two heroes who would follow a long path from mere mortals up to strong half-gods, capable of challenging almost any kinds of <br />
things. This is somewhat mixed into classic BfW storyline and shows it from different point of view, which isn't as simple as it looks like. First chapters show us how heroes would become some immortal and powerful beings, then they will gain more power and finally manage to become half-gods. While it's really long story, there are so many types of enemies, their abilities, new storyline twists, unexpected things and so on, that it's still remains fun to play. Even after you played many chapters already. Sure, some scenarios are lengthy and/or take too much efforts to control units or wait for AI moves. However, if campaign haves ~200 scenarios, it's hard to iron out all issues in just one shot. Yet it still impressive already, especially granted that it's still work in progress and is not yet complete. <br />
<br />
Difficulty of this campaign varies. Depending on paths you've taken, units equipent and how all this affects certain enemies, some enemies could be easier/harder than others. On normal difficulty level it should be manageable for seasoned BfW player. I would not recommend this campaign to newbies as it would teach you many funny things which will be (unfortunately!) missing in most of other BfW campaigns. Players have to understand it uses enhanced game mechanics. Maps vary wildly, ranging from standard "kill them all" scenarios to RPG and quest style maps. You can develop some really new and uncommon tactics. For example, you can use meteor spell to blow up a host of powerful enemies and then teleport away if situation permits. New abilities for new strategies are nearly countless, thanks to improved AMLAs, items system and new spells and their AMLA improvements.<br />
<br />
In this campaign you can often have "convenient" army composed of relatively few relatively powerful units with some special abilities, complementing each other. As for me, it's annoying to deal with 100 lvl 1 weaklings. I'm as human is inefficient and slow in doing so. This campaign will be far more convenient most of time. It's usually enough to have 10-20 strong units + some heroes to win scenario. <br />
<br />
Though it's noteworthy to mention that advanced items system and AMLAs are making it hard keep it perfectly balanced in all corner cases in all possible combinations, so sometimes you can face some too simple or quite hard maps, unexpectedly. However, unless there is some bug, seasoned BfW players should not have real troubles in most places. And it will feel unique each time you play it, as you will take different paths here and there. That what makes it funny to replay, trying different paths in advancements.<br />
<br />
The most daunting issue to my taste is that BfW core neither really supports items system on it's own, nor it provides any decent UI to deal with items. I think BfW authors should consider adding support for items and items management to the BfW core to make mapmakers life easier. It's not only campaign where this problem exists, there are dozen and half of campaigns sharing same issue. But as this campaign makes extensive use of items, it's where problem is getting really obvious. AI is really dumb and clueless at handling items/extended features, etc. And sometimes in-game computations could take a while, so powerful CPU could be a good idea. I can also admit that authors of various campaigns have minor mismatches in explaining the very same events from BfW world. Ideally, they mismatches have to be corrected but it requires cooperation of large number of independent people and I can understand it's somewhat troublesome to achieve. And of course there are some things to iron out as it's still work in progress. This probably applies to complaints that AI takes a long time to complete turns, etc - on some maps it's really good idea to go to preferences and set "skip AI moves" option on.<br />
<br />
'''Surroundings''': 8<br />
<br />
'''Design''': 8<br />
<br />
'''Story''': 9<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by Kpearce ====<br />
'''Campaign''' Legend of the Invincibles 3.0.1<br />
<br />
'''Review by''' Kpearce<br />
<br />
'''Review:''' I have so far played all of part 1. This is a very complicated campaign. From a coding perspective, it is quite impressive. The item system is extremely sophisticated. However, I found things buggy from time to time (playing on Wesnoth 1.11; admittedly a development release). Also, some of the controls are annoying. For instance, in the later part if you right-click a unit to change the items it is using, there is a menu item that says 'Devour.' I don't know what it's for, but if you click it accidentally your unit dies and it is not possible to undo.<br />
<br />
It takes quite a while to get the hang of the item system, but once you do it makes things much more complicated and interesting. On the whole, I like it. One complaint, though, is that it's hard to tell how formidable enemies are. It seems that some of them use items as well, and there are non-standard unit types that borrow standard graphics. Also, there are many more traits and abilities than in standard campaigns. The overall effect is that you can't tell what you're up against by looking. In some cases, certain abilities and things cause you to take damage whenever you hit the opposing unit, and I haven't figured out a way to see this in the interface.<br />
<br />
I really like the whirlwind attack, and other similar things, and the extra advances and the AMLA system.<br />
<br />
The story is interesting in places but nonsensical in others. Basically, I would say it's unpolished. The story, like the campaign as a whole, is pretty complicated. The dialogue needs copy editing.<br />
<br />
This campaign was an extremely ambitious undertaking by its author and it is probably as a result of that that the whole thing just feels not quite polished. With some cleaning up, this could be a really excellent campaign.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 2 (too big a time sink to do more than once)<br />
<br />
'''Player note:''' 8<br />
<br />
=== Only Death Behind ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' undead, skirmish, short, nice maps, good story, few units<br />
<br />
'''Description:''' (Only Death Behind, version 1.0.0) Three ghosts have made their escape from the lands of death back into the world of the living. Without material bodies, and without memories, indeed they can not even remember their own names.<br />
<br />
You play those three ghosts, your mission is to give them back human bodies and - their memories. <br />
<br />
'''Summary:''' I enjoined this campaign, because I love short campaigns with small maps and just a few units to handle.<br />
This campaign has also a brilliant story, it has beautiful maps, great ideas, and some unforeseen story changes.<br />
It is playable in just a few hours, and it is fun to play.<br />
<br />
I definitely recommend this campaign.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
<br />
=== Return to Noelren ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' skirmish, RPG, unusual style, brilliant ideas, fun, nice maps, good story, adventure<br />
<br />
'''Description:''' (Return to Noelren, version 0.7.7) The author shows here what can be done with WML (and LUA). He shows brilliant new ideas, fantastic stuff I've never seen before in Wesnoth campaigns.<br />
The player can build bridges and boats to cross waters.<br />
There's a map with ebb and flow.<br />
Magic castles which rise suddenly from empty ground.<br />
A magic wand that transforms a strong enemy into a week creature.<br />
And many more fantastic surprises.<br />
It induces a right-click help menu that can be called every time the player stuck somewhere.<br />
<br />
<br />
'''Summary:''' This is not a usual "Kill all enemies" campaign, and if you are searching for such a campaign or for epic battles, then you better choose a different campaign. I would recommend this campaign rather to the player who wants to play a different campaign, with different ideas, and different objectives.<br />
The difficulty is easy, many scenarios here are not terminated by a turn limit, but I wouldn't call this a campaign for beginners.<br />
The objectives are clear, (and if not then you have the help menu).<br />
The campaign is fun to play, not a hard "battle after battle", it's rather like a journey.<br />
<br />
It is the unusual style, and the surprising ideas that makes this campaign so worth to play.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' goblins,skirmish,story<br />
<br />
'''Description:''' see previous review.<br />
<br />
'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
==== Review by pauline ====<br />
'''Version:''' Swamplings v1.1.7n – Wesnoth v1.10.06 – Single Player – Level Medium<br />
<br />
'''Tags:''' A turbulent time of wonderful BfW-inventions: wolfriding, humor and elaborate speech<br />
<br />
'''Review:''' see previous reviews: A modest, enjoyable campaign ? Honest, no more ?<br />
<br />
Swamplings = A clever plot full of twists, the thrill of exciting adventures, a mix of amazingly creative events, difficult battles that rely on real good strategy, many new characters, impressing maps with great attention to detail, entertaining ideas of a "Goblin of Chaos" ...<br />
<br />
I truly enjoyed this unpredictable story that remains interesting and fun through the whole campaign, full of original surprises that left me speechless. I am very fond of its engaging heroes, always on the verge of an unwanted battle, cracking unique jokes while smartly dealing with the big folks by providing an advancement of quite epic importance to BfW. Straight to the point:<br />
<br />
What else does it need for a campaign to be more gratifying ?<br />
<br />
OK, it isn't suited for players who prefer fierce wiping the floor-fights and instant victory without the "tedious" task of planing non-conventional tactics. And definitely not for those who consider the unexpected rather a so called "tomato surprise" than a dynamic situation. I can´t see how one can have more fun if all becomes as expected and everything goes according known circumstances.<br />
<br />
I recommend "Swamplings" to anyone interested in appealing, unusual aspects among the great variety of BfW-campaigns.<br />
<br />
'''Surroundings:''' 9 - e.g.: I find the cutscenes and board images very nice.<br />
<br />
'''Design:''' 9 - The quality of each scenario increases with new, masterfully done units and object designs.<br />
<br />
'''Story:''' 10 - Imo, justly considered one of the campaign's greatest strengths.<br />
<br />
'''Fun:''' 10 - due to hilarious dialogs and a great number of very comic events<br />
<br />
'''Replay value:''' 9 - Mastering the sheer feasibility of the first "only Goblin-"-battles and the possibility of a different approach to most scenarios challenged me already to play through it several times.<br />
<br />
'''Player note:''' 8 - My only real complaint: I'd love to see a couple more scenarios !<br />
<br />
'''Link to review''' I´ld like to point out: I´m not a very experienced player, neither do I think this campaign flawless.<br />
<br />
While playing I posted personal thoughts in the feedback thread, hoping my amateurish perspective might help to even improve the already high quality (and satisfy some selfish wishes, too). http://forums.wesnoth.org/viewtopic.php?f=8&t=29784&start=285#p557218 <br />
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<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
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<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[[Guide to UMC Campaigns]]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
You also find a 'How to add a review' help there.<br />
<br />
And if you don't want, or don't know how to edit the wiki page, then you can post your review also here. I (Adamant14) will add it to this page then.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=52362Player UMC Reviews2013-11-06T14:57:10Z<p>Taptap: /* Invasion from the Unknown */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
<br />
<br />
<br />
<br />
=== Blueprint ===<br />
<br />
'''Campaign''' * [add the name of the reviewed campaign here] [version number of reviewed campaign]<br />
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'''Review by''' * [add your name here]<br />
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'''Tags:''' * describe the add-on using a few keywords<br />
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'''Review:''' * personal evaluation of the campaign taking into account different aspects such as gameplay, plot, map design, art, etc.<br />
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'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
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'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
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'''Story:''' * add your rating of the story's quality here (1-10)<br />
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'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
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'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
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'''Player note:''' * add your overall rating here (1-10) <br />
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'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
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* If you you are not familiar with editing wiki pages, then you can find a "How to add a review" help '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 here]''' (first post, point three).<br />
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<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
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<br />
=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
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'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
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'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
<br />
<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
<br />
<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
<br />
<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
<br />
All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player Note:''' 10<br />
<br />
==== Review by bumbadadabum (0.9.2+svn) ====<br />
'''Review:''' Although it starts out quite slow, and has some lesser parts in there, I have to say that this is one of the best wesnoth campaigns I've played, and in my opinion even beats its prequel, <i>Invasion from the Unknown</i>. It's very well coded with great attention to detail, has a very good story, and very good maps, especially in Episode 3. The gameplay consists of a variety of battle scenarios, which feel very epic without the scale being too big, and a lot of dungeon-crawling scenarios, broken up with the occasional cutscene. It's not very easy, and it forces you to have a plan for the scenario, which is something I like. Because of the design of the campaign (the episodes all feel like separate campaigns) I'm going to talk about them separately.<br />
<br />
<b>Episode 1:</b><br />
This one starts off slow, with the first few scenarios having little interesting things happening, both gameplay- and storywise, although they weren't bad either. Once things start happening though, the story gets much better and the gameplay more interesting (I especially liked scenario 4 and 5), up until the last few scenarios, when some very abrupt (and almost unnecessary in my opinion) events take place, which actually left me speechless the first time I witnessed them. Another thing that left me speechless was the final cutscene, which was masterfully done and was one of the best in this campaign. In short, it starts off slow, but keeps accelerating once you progress further into the story. It's very well done overall, but it has some things I don't like.<br />
<br />
<b>Episode 2:</b><br />
Episode 2 starts off a bit slow once again, but quickly introduces the player to some important characters and gets us back into the main storyline. It features quite a lot of plot twist, and was especially fun to play through the first time. The gameplay is little different from E1's in that it features a lot of "Defeat enemy leaders" scenarios, but the variety in maps and enemies made it so it wasn't boring. It does however, feature my least favorite scenario in this campaign, scenario 6, but the last 5 scenarios more than make up for this by being some of the best scenarios in this campaign. The final boss and ending cutscene were again very fun, and served as a nice ending of the episode.<br />
<br />
<b>Episode 3</b>:<br />
I can't express how much I liked this episode. I was hooked from beginning to end, and played it all in one session. It immediately starts with, in my opinion, the best opening to a campaign I've ever seen, and got me into the story immediately. The scenarios in this episode are much more story-driven than the others, and the gameplay didn't disappoint either. The next few scenarios, although the were hard at times and frustrated me a bit) were still a lot of fun, but after scenario 6 is when things really start. The story divides into 2 branches. One of them is filled with epic battles, and is considerably less story-driven than the other one. The other one almost plays like a cutscene, and features the best atmosphere I've ever encountered in a campaign. The story keeps accelerating and expanding, and climaxes in very well made final boss. It has an open ending, and leaves much room for speculation. I'm not going to spoil much more, since I'd recommend everyone to play it.<br />
<br />
I'd rate this campaign as nearly flawless, if it'd only be based on the last episode; the other 2 are sometimes lacking a bit of pacing, and some scenarios were a bit frustrating. Overall, I think this is a great campaign, and was worth playing every minute.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player note:''' 9<br />
<br />
==== Review by lipk ====<br />
If I had to describe After the Storm in one word, that would be "monumental". It's mostly like IftU on steroids, although there's a lot of quality improvement as well in some aspects that weren't strong points of its prequel. <br />
<br />
Let's see the visuals first. Shadowmaster is certainly not the best artist out there, but his stuff is good enough not to block you from immersing yourself in the story, and the sheer amount of custom art is amazing. That, along with the very creative use of various effects in cutscenes makes After the Storm the most visually pleasing and filmlike campaign I ever played. I also liked careful choice of music.<br />
<br />
Speaking of writing, AtS fixes IftU's two major flaws: predictability and unoriginality. The plot is full of turns and surprises, and remains interesting through the whole campaign. Sometimes it feels more like a series random events rather than a coherent flow, but Wesnoth is a strategy game after all; AtS is more than okay in this aspect. The backstory, on the other hand, is overly convoluted, confusing and boring, especially in Episode 3. You simply lose interest in even more ancient-powerful-mystic creatures, artifacts and such after a while, especially when they're materialized only on the level of endless dialogs.<br />
<br />
Good news is AtS has fewer dungeon crawls, bad news is that pickuppables are gone, so they are even more boring. Yeah, I think it can't be helped: I simply hate that kind of game play. Battles are well-balanced and enjoyable, only problem is that Wesnoth's AI still can't handle large-scale fights well. Big battles are usually about picking the best spot to defend against enemy waves, which makes these scenarios kinda static (still challenging, though).<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
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'''Player note:''' 8<br />
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=== A New Order ===<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' Akladians,skirmish,story<br />
<br />
'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
<br />
The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
<br />
'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
<br />
At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
<br />
A classic which many different people can enjoy.<br />
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'''Surroundings:''' 8<br />
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'''Design:''' 8<br />
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'''Story:''' 10<br />
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'''Fun:''' 8<br />
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'''Replay value:''' 6<br />
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'''Player note:''' 10<br />
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=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
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'''Surroundings:''' 7<br />
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'''Design:''' 10<br />
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'''Story:''' 6<br />
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'''Fun:''' 7<br />
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'''Replay value:''' 7<br />
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'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
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==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
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'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
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'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
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'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
<br />
'''Player note:''' * Overall rating would be 8/10.<br />
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<br />
===Birth of a Lich===<br />
====Review by Kanzil====<br />
'''tags''' Malifor, descent into darkness, orcs, undead<br />
<br />
'''Review''' This is one of those wonderful campaigns that fill in the gaps, that tell of the side-events of Wesnoth. It is laden with storyline and likeable characters, and, despite being scattered with grammatical mistakes, is nevertheless a very engaging read about a character many will know from DiD. It tells of the journey of Malifor from an young, outcast from his village, to dread Lich. Throughout, the story tells of the great tumults of the north lands, and even features the legendary Dwarf-Lord<br />
Thunedain. It fits seamlessly into the period described - the council of the magi includes Sagus and Leollyn - and the story is written with a well-researched adherence to canon; everywhere the campaign author seeks to add authenticity and historical validity. The scenarios can grow a little tiresome(and the AI in the first two scenarios is incredibly annoying), but the story drives the campaign along, and it has a wonderful flow. There are some quite epic battles, and it really is, overall, a gem of a campaign. Don't expect innovative WML, as it is a very conventional campaign, but it is certainly worth a look if you like campaigns that are relatively straightforward and have good storylines and interesting characters. Ultimately, though not particularly avant-garde, it is very well done.<br />
<br />
'''Surroundings''' 8.5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 9.5<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 7.5<br />
<br />
'''Player note:''' 8.5<br />
<br />
<br />
=== Brave Wings ===<br />
==== Review by Arawn ====<br />
'''Tags:''' drakes, adventure, rpg<br />
<br />
'''Review:''' You take control of a band of drakes as they look for a potion to restore their island from undead. Just like in Fate of a Princess, you have a bunch of cool new units and items to make the experience unique. I loved this campaign for its happy storyline and units. I will admit it has a cliche, deux ex machina ending, but that's the only problem I can recall. Balancing is well-done, especially in areas where you have allies (I played on easy difficulty). There is some replay value since you can play around with who gets what item, but really, it's more of a one-time campaign. Loved the drake blademaster.<br />
<br />
'''Surroundings''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 6<br />
<br />
'''Player note:''' 10<br />
<br />
<br />
=== Count Kromire ===<br />
==== Review by Dugi ====<br />
'''Tags:''' custom era, vampires, skirmish<br />
<br />
'''Description:''' A vampire campaign. In our culture, there are two kinds of vampires, first the evil bloodthirsty creatures that are usually counts and dukes and rule over small realms in dark mountains, and second, the eternal high school kids who fall in love with teens. Of course, this is about the first, cool kind of vampires. A bloodsucker has lost his land to celestials, and fights to get it back. He forges an alliance with other vampires and a strange order of humans (Windsong), and together they defeat the celestials and get his land back.<br />
<br />
'''Summary:''' It starts in a really cool way, you have two vampires and have to bite peasants to get more vampires from them. However, you will quickly get the ability to recruit them (because getting all units from plague making level 0 units would be a pain). Most of the campaign is rather classical, with well-designed and well-balanced scenarios. You play with vampires, a really interesting faction (with mages, archers, melee fighters, poison, drain on most units). The maps looks somewhat glum, but that is what you'd expect from a land controlled by vamps. They aren't very realistic either, but that actually makes the gameplay better. The way the end happens depends on some previous actions. Dialogues are not bad, quite funny because of a vampire who can't speak properly because of his huge teeth.<br />
<br />
Using a custom era has its downsides, though. Almost all units lack animations, so all combat is like headbutting with blade damage. The lore behind the factions is not as deep as in mainline, so you just don't know the motivations of most enemies to attack you. As a result, the story isn't anything special. It also has quite a strange element, if you let a guy live, he will attack you later for the arrogance of fighting him (he also quite unpleasantly surprises you by turning against you when you defeat the enemies together, for your arrogance, and it might get you defeated very easily if you aren't ready for it). I was really displeased by seeing in a description that vampires are immune to drain and plague, but shouldn't be immune to poison, but the engine does not allow it, that was total bullshit, but that is rather a part of the era.<br />
<br />
If you are bored with default era and can ignore the lack of animations, you will like it. If you seek gameplay-wise interesting factions, you'll like it too. Also if you are a fan of Twilight and need to learn what are the vampire stories about. But if you are okay with default era and classical factions and seek unusual scenarios and stories, you might not like it.<br />
<br />
'''Surroundings:''' 5<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 7<br />
<br />
<br />
=== Fate of a Princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. In the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
==== Review by Arawn (0.9.24) ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG, adventure, rescue, quest<br />
<br />
'''Review:''' Greatly enjoyed this campaign. It's a bit long but worth it. You're given control of a small squad of units to bring aid to your people (the elves). From the start, you get to use unique, very well-designed units alongside standard ones. The story is entertaining but never makes the mistake of turning into a comedy or taking itself too seriously. There are also new AMLA advancements and weapons. Both made the campaign a lot of fun for me. Best of all, the story is referenced by other campaigns (Brave Wings, I think), adding a sense of realism.<br />
<br />
'''Surroundings''' 9<br />
<br />
'''Design:''' * 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 5<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
==== Review by lipk ====<br />
Invasion from the Unknown was the first add-on I played (not completely unrelated to the fact that it was first entry in the campaign list back in the 1.8 days) and is still among my favorites. IftU has exceptionally well-designed maps, loads of custom terrain and units, and even some portrait art. The world is rich and detailed, it makes you want to press on to explore it deeper. The plot isn't a strong point of the campaign, though, it's awfully linear (that wouldn't be a problem on it's own right if it was shorter, but in 20+ scenarios, it would be nice to see some twists), and anyone who's familiar with UtBS should notice that it pretty much lacks originality, too. I didn't like the game play either; the campaign turns into a sequence of dungeon crawls and megalomaniac battles very early on, both of which I find slow and boring. That might be just my taste, though.<br />
<br />
All in all, Invasion from the Unknown is a well put-together product. It has major flaws regarding scenario and plot design, which might severely reduce the replay value of this campaign, but it's certainly worth playing at least once.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 6<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 7<br />
<br />
==== Review by taptap ====<br />
<br />
I resisted playing Invasion from the Unknown for a long time as I shied away from the thought of combining necromancy and elves, when I finally did I was pleasantly surprised. It is for me the most iconic campaign in UMC, redefines elvish history, sketches a cosmology for the ages after the fall. It is a campaign everyone should play at least once. With the Chaos empire and its various allies and enemies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and art, which is often on par with mainline campaigns.<br />
<br />
There are flaws, however. The hero is generic, the plot is full of holes and deus-ex-machina moments and sudden reversals for no good reason whatsoever. There are some serious gameplay issues in the second part as well. The individual scenarios / gameplay change between very good (e.g. introduction, moon valley, the final of part 1), interesting (e.g. some of the puzzles = boss fights) and broken (e.g. desert travel, the heart), although it is overall slightly heavy on not-that-challenging dungeon crawling. I do hate the sheer amount of triggered events, which discourage scouting and that is a bad thing in a wargame.<br />
<br />
The campaign could benefit tremendously from wiping out the recall list in the second part apart from the heroes as it is done in the sequel After the Storm. It would allow some badly needed balancing.<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by bumbadadabum ====<br />
'''Description:''' (quoting Raijer) A huge campaign that is 10 chapters long, and has more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
==== Review by t3st3r ====<br />
'''Description''': Really large and custom campaign about two heroes who are about to become legendary half-gods. During campaings there are also several "lesser" heroes with remarkable powers and abilities as well, which makes game more interesting for sure. Right now there are 9 chapters, about 200 scenarios (10 planned as far as I know). Largest and most diverse campaign I've seen so far for BfW. And the only campaign I've replayed THREE times. Because I like overall gameplay so much that I has been willing to play it even when there was 3 or 4 chapters ready, so it has been quite incomplete. To my taste it's the most epic campaign for BfW to the date. <br />
<br />
In this campaign player could find nearly all you could expect from decent game scripting engine and seriously customized scenarios. And nearly all you've missed in original BfW campaigns and maps. Great AMLAs, much better than original BfW AMLAs are. Isn't it boring to kill 20 enemies just to get some dumb +3 hp bonus? This campaign corrects this problem: most advancements are actually useful and you can control units development path (to some degree). There are some extra LVLs for many units, this is really adding up. Sure, there could be factions balance issues if you use such settings for PvP, but it's not a problem of campaign itself and it really adds up to gameplay. There will be a number of really strong enemies of truly epic scale. Real dragons, real monsters, real freaks, real arch-enemies. All kings of dangerous things you can imagine and even more than that. Some of them require very custom approach so reading in-game messages/hints is a must. There is decent items system as well. Sure, geared warriors could handle much more than those with bare hands or simple weapons. Some items could even allow "simple" (non-hero) units to challenge some tough monsters on their own. Though many arch-enemies would be hard to kill even for main heroes without proper handling and using their weak points. To my taste, I really like this campaign. In fact it's my favorite campaign, thanks to custome AMLAs, 10 chapters, items system, strong enemies and various twists to add more fun to gameplay. Sometimes you can also use units from previous chapters, which allows you to have strong army of relatively few powerful units, which is just convenient to play. This is taken into account and those who continues from old chapters are facing much stronger resistance than those who starts chapter from scratch with "dummy" heroes and lack of geared and leveled army. There are some secrets and treasures hidden, custom events and so on. There is even some basic form of item crafting, some multi-part artefacts and so on. So players who are careful to details could have some extra/optional fun in game. This is what always distinguishes well thought maps from serious map makers and scripters. So if someone tired of standard boring BfW game mechanics, it's really worth to try this campaign out to see something new, beyond standard BFW mechanics and take some completely new look on familiar storylines.<br />
<br />
'''Summary''': This is a very long campaign, telling the story of two heroes who would follow a long path from mere mortals up to strong half-gods, capable of challenging almost any kinds of <br />
things. This is somewhat mixed into classic BfW storyline and shows it from different point of view, which isn't as simple as it looks like. First chapters show us how heroes would become some immortal and powerful beings, then they will gain more power and finally manage to become half-gods. While it's really long story, there are so many types of enemies, their abilities, new storyline twists, unexpected things and so on, that it's still remains fun to play. Even after you played many chapters already. Sure, some scenarios are lengthy and/or take too much efforts to control units or wait for AI moves. However, if campaign haves ~200 scenarios, it's hard to iron out all issues in just one shot. Yet it still impressive already, especially granted that it's still work in progress and is not yet complete. <br />
<br />
Difficulty of this campaign varies. Depending on paths you've taken, units equipent and how all this affects certain enemies, some enemies could be easier/harder than others. On normal difficulty level it should be manageable for seasoned BfW player. I would not recommend this campaign to newbies as it would teach you many funny things which will be (unfortunately!) missing in most of other BfW campaigns. Players have to understand it uses enhanced game mechanics. Maps vary wildly, ranging from standard "kill them all" scenarios to RPG and quest style maps. You can develop some really new and uncommon tactics. For example, you can use meteor spell to blow up a host of powerful enemies and then teleport away if situation permits. New abilities for new strategies are nearly countless, thanks to improved AMLAs, items system and new spells and their AMLA improvements.<br />
<br />
In this campaign you can often have "convenient" army composed of relatively few relatively powerful units with some special abilities, complementing each other. As for me, it's annoying to deal with 100 lvl 1 weaklings. I'm as human is inefficient and slow in doing so. This campaign will be far more convenient most of time. It's usually enough to have 10-20 strong units + some heroes to win scenario. <br />
<br />
Though it's noteworthy to mention that advanced items system and AMLAs are making it hard keep it perfectly balanced in all corner cases in all possible combinations, so sometimes you can face some too simple or quite hard maps, unexpectedly. However, unless there is some bug, seasoned BfW players should not have real troubles in most places. And it will feel unique each time you play it, as you will take different paths here and there. That what makes it funny to replay, trying different paths in advancements.<br />
<br />
The most daunting issue to my taste is that BfW core neither really supports items system on it's own, nor it provides any decent UI to deal with items. I think BfW authors should consider adding support for items and items management to the BfW core to make mapmakers life easier. It's not only campaign where this problem exists, there are dozen and half of campaigns sharing same issue. But as this campaign makes extensive use of items, it's where problem is getting really obvious. AI is really dumb and clueless at handling items/extended features, etc. And sometimes in-game computations could take a while, so powerful CPU could be a good idea. I can also admit that authors of various campaigns have minor mismatches in explaining the very same events from BfW world. Ideally, they mismatches have to be corrected but it requires cooperation of large number of independent people and I can understand it's somewhat troublesome to achieve. And of course there are some things to iron out as it's still work in progress. This probably applies to complaints that AI takes a long time to complete turns, etc - on some maps it's really good idea to go to preferences and set "skip AI moves" option on.<br />
<br />
'''Surroundings''': 8<br />
<br />
'''Design''': 8<br />
<br />
'''Story''': 9<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
==== Review by Kpearce ====<br />
'''Campaign''' Legend of the Invincibles 3.0.1<br />
<br />
'''Review by''' Kpearce<br />
<br />
'''Review:''' I have so far played all of part 1. This is a very complicated campaign. From a coding perspective, it is quite impressive. The item system is extremely sophisticated. However, I found things buggy from time to time (playing on Wesnoth 1.11; admittedly a development release). Also, some of the controls are annoying. For instance, in the later part if you right-click a unit to change the items it is using, there is a menu item that says 'Devour.' I don't know what it's for, but if you click it accidentally your unit dies and it is not possible to undo.<br />
<br />
It takes quite a while to get the hang of the item system, but once you do it makes things much more complicated and interesting. On the whole, I like it. One complaint, though, is that it's hard to tell how formidable enemies are. It seems that some of them use items as well, and there are non-standard unit types that borrow standard graphics. Also, there are many more traits and abilities than in standard campaigns. The overall effect is that you can't tell what you're up against by looking. In some cases, certain abilities and things cause you to take damage whenever you hit the opposing unit, and I haven't figured out a way to see this in the interface.<br />
<br />
I really like the whirlwind attack, and other similar things, and the extra advances and the AMLA system.<br />
<br />
The story is interesting in places but nonsensical in others. Basically, I would say it's unpolished. The story, like the campaign as a whole, is pretty complicated. The dialogue needs copy editing.<br />
<br />
This campaign was an extremely ambitious undertaking by its author and it is probably as a result of that that the whole thing just feels not quite polished. With some cleaning up, this could be a really excellent campaign.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 2 (too big a time sink to do more than once)<br />
<br />
'''Player note:''' 8<br />
<br />
=== Only Death Behind ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' undead, skirmish, short, nice maps, good story, few units<br />
<br />
'''Description:''' (Only Death Behind, version 1.0.0) Three ghosts have made their escape from the lands of death back into the world of the living. Without material bodies, and without memories, indeed they can not even remember their own names.<br />
<br />
You play those three ghosts, your mission is to give them back human bodies and - their memories. <br />
<br />
'''Summary:''' I enjoined this campaign, because I love short campaigns with small maps and just a few units to handle.<br />
This campaign has also a brilliant story, it has beautiful maps, great ideas, and some unforeseen story changes.<br />
It is playable in just a few hours, and it is fun to play.<br />
<br />
I definitely recommend this campaign.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
<br />
=== Return to Noelren ===<br />
==== Review by Adamant14 ====<br />
'''Tags:''' skirmish, RPG, unusual style, brilliant ideas, fun, nice maps, good story, adventure<br />
<br />
'''Description:''' (Return to Noelren, version 0.7.7) The author shows here what can be done with WML (and LUA). He shows brilliant new ideas, fantastic stuff I've never seen before in Wesnoth campaigns.<br />
The player can build bridges and boats to cross waters.<br />
There's a map with ebb and flow.<br />
Magic castles which rise suddenly from empty ground.<br />
A magic wand that transforms a strong enemy into a week creature.<br />
And many more fantastic surprises.<br />
It induces a right-click help menu that can be called every time the player stuck somewhere.<br />
<br />
<br />
'''Summary:''' This is not a usual "Kill all enemies" campaign, and if you are searching for such a campaign or for epic battles, then you better choose a different campaign. I would recommend this campaign rather to the player who wants to play a different campaign, with different ideas, and different objectives.<br />
The difficulty is easy, many scenarios here are not terminated by a turn limit, but I wouldn't call this a campaign for beginners.<br />
The objectives are clear, (and if not then you have the help menu).<br />
The campaign is fun to play, not a hard "battle after battle", it's rather like a journey.<br />
<br />
It is the unusual style, and the surprising ideas that makes this campaign so worth to play.<br />
<br />
'''Surroundings:''' 9<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player note:''' 9<br />
<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
==== Review by Pyrophorus ====<br />
'''Tags:''' goblins,skirmish,story<br />
<br />
'''Description:''' see previous review.<br />
<br />
'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
==== Review by pauline ====<br />
'''Version:''' Swamplings v1.1.7n – Wesnoth v1.10.06 – Single Player – Level Medium<br />
<br />
'''Tags:''' A turbulent time of wonderful BfW-inventions: wolfriding, humor and elaborate speech<br />
<br />
'''Review:''' see previous reviews: A modest, enjoyable campaign ? Honest, no more ?<br />
<br />
Swamplings = A clever plot full of twists, the thrill of exciting adventures, a mix of amazingly creative events, difficult battles that rely on real good strategy, many new characters, impressing maps with great attention to detail, entertaining ideas of a "Goblin of Chaos" ...<br />
<br />
I truly enjoyed this unpredictable story that remains interesting and fun through the whole campaign, full of original surprises that left me speechless. I am very fond of its engaging heroes, always on the verge of an unwanted battle, cracking unique jokes while smartly dealing with the big folks by providing an advancement of quite epic importance to BfW. Straight to the point:<br />
<br />
What else does it need for a campaign to be more gratifying ?<br />
<br />
OK, it isn't suited for players who prefer fierce wiping the floor-fights and instant victory without the "tedious" task of planing non-conventional tactics. And definitely not for those who consider the unexpected rather a so called "tomato surprise" than a dynamic situation. I can´t see how one can have more fun if all becomes as expected and everything goes according known circumstances.<br />
<br />
I recommend "Swamplings" to anyone interested in appealing, unusual aspects among the great variety of BfW-campaigns.<br />
<br />
'''Surroundings:''' 9 - e.g.: I find the cutscenes and board images very nice.<br />
<br />
'''Design:''' 9 - The quality of each scenario increases with new, masterfully done units and object designs.<br />
<br />
'''Story:''' 10 - Imo, justly considered one of the campaign's greatest strengths.<br />
<br />
'''Fun:''' 10 - due to hilarious dialogs and a great number of very comic events<br />
<br />
'''Replay value:''' 9 - Mastering the sheer feasibility of the first "only Goblin-"-battles and the possibility of a different approach to most scenarios challenged me already to play through it several times.<br />
<br />
'''Player note:''' 8 - My only real complaint: I'd love to see a couple more scenarios !<br />
<br />
'''Link to review''' I´ld like to point out: I´m not a very experienced player, neither do I think this campaign flawless.<br />
<br />
While playing I posted personal thoughts in the feedback thread, hoping my amateurish perspective might help to even improve the already high quality (and satisfy some selfish wishes, too). http://forums.wesnoth.org/viewtopic.php?f=8&t=29784&start=285#p557218 <br />
<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[[Guide to UMC Campaigns]]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
You also find a 'How to add a review' help there.<br />
<br />
And if you don't want, or don't know how to edit the wiki page, then you can post your review also here. I (Adamant14) will add it to this page then.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=52361Guide to UMC Content2013-11-06T14:19:27Z<p>Taptap: /* Invasion from the Unknown */</p>
<hr />
<div>''This is a guide to the current (1.10.x/1.11.x) UMC campaigns for players. It aims to provide all the information not only about the story, but also about completion, difficulty and playing style of the campaign. See also [[Guide_to_UMC_Campaigns/Players_Reviews|Player Reviews]], as well as http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 for further information and http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 (for currently non-available UMC-content). Feel free to edit this, it is a wiki.''<br />
<br />
=== Blueprint ===<br />
<br />
'''Description:'''<br />
<br />
'''Author:'''<br />
<br />
'''Maintainer:''' if not maintained by the author anymore.<br />
<br />
'''Status:'''<br />
* Broken = Does not work at all<br />
* Incomplete = Partially written, no progress<br />
* WIP = Partially written, progress<br />
* Complete = Completely written, but buggy as well as potential balance issues.<br />
* Finished = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
'''Length:'''<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:''' (only if needed)<br />
<br />
'''Difficulty:'''<br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
* Unbalanced = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erraticly from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
* Easy<br />
* Normal<br />
* Hard<br />
<br />
'''Style:''' <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
* Skirmish = small to medium sized armies, your standard Wesnoth gameplay<br />
* Dungeon = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
* RPG = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
* Survival = being exposed to changing, spawning enemies while remaining on the same map<br />
* Large Battle = large number of units on the battlefield, sizely maps<br />
* Simulation = campaigns feat. terrain modification, alternative resources<br />
* Boss battle = the challenge is to defeat a single powerful enemy unit<br />
* Minigames = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
'''Faction/Era:'''<br />
<br />
* Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
'''Custom units:'''<br />
<br />
* Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
'''Forum:'''<br />
<br />
* Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
<br />
<br />
<br />
<br />
== Battle for Wesnoth 1.10.x - stable ==<br />
<br />
''Campaigns available in the 1.10.x stable version.''<br />
<br />
<br />
<br />
=== A Gryphon's Tale ===<br />
<br />
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''<br />
<br />
'''Author:''' Ringcaat/Dwarven_Void<br />
<br />
'''Status:''' One branch complete, most incomplete<br />
<br />
'''Length:''' 11-12 scenarios (branch dependent)<br />
<br />
'''Version:''' 0.6.12<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' RPG/minigames<br />
<br />
'''Faction/Era:''' Gryphon/Orc<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=2906&start=195&<br />
<br />
<br />
=== After the Storm ===<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.7<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
=== Aldur The Great ===<br />
<br />
''This is a story about Aldur the Great.''<br />
<br />
'''Author:''' pintercsabi<br />
<br />
'''Status:''' Complete, but unbalanced<br />
<br />
'''Length:''' 5 playable scenarios<br />
<br />
'''Version:''' 1.2.2<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' -<br />
<br />
'''Note:''' (Adamant14) Short unbalanced campaign, maybe abandoned. You fight with Peasants, Ruffians and Woodsman against Orcs<br />
<br />
<br />
=== Alfhelm the Wise ===<br />
<br />
''This is the tale of Alfhelm, called by some the Wise, son of Alfric Conqueror. This is the tale of his victories over his enemies, and his rise to power in the clans of Marauderdom. This is the tale of his journey south and his destruction of the Lavinian Empire. And this is the tale of his demise in the dark forests far to the east of his homeland.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 15 gameplay scenarios <br />
<br />
'''Version:''' 0.6.0<br />
<br />
'''Difficulty:''' Moderate<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Marauders.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=17144<br />
<br />
'''Note:''' (Maintainer) Though this campaign is complete and playable the whole way through, the code is four years old and pretty buggy. If you notice any errors while playing, please let me know and I'll incorporate the fixes into my next revision as soon as possible.]<br />
<br />
<br />
=== A New Order ===<br />
<br />
''The old kingdom of Wesnoth has fallen before barbarian hordes. The occupying barbarians are on the brink of civil war, the seeds of Wesnothian rebellion are kept alive by old legends, while bandits and Khalifate mercenaries roam the land. Can Gawen Hagarthen unite these disparate factions against a common foe?<br />
Note: This campaign contains mature themes, some of which may be unsuitable for children.<br />
<br />
'''Author:''' szopen<br />
<br />
'''Status:''' Finished. <br />
<br />
'''Length:''' 45 scenarios.<br />
<br />
'''Version: ''' 1.2.15<br />
<br />
'''Requirements:''' Requires BfW 1.10. In addition, you have to install Era Khalifate add-on; the Akladian Music package is optional<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Akladians, Khalifate<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6486<br />
<br />
'''Note:''' (Pyrophorus) Certainly one of the most mature and well designed campaign in add-ons. A must.<br />
<br />
''' [http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#A_New_Order Players’ Review(s)]'''<br />
<br />
<br />
=== Antar, Son of Rheor ===<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 9 playable scenarios / 1 cutscene<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
<br />
=== A Story of the Northlands ===<br />
<br />
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''<br />
<br />
'''Author:''' zepko<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''<br />
<br />
<br />
=== A Vision Blinded ===<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' AxalaraFlame<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
=== Bad Moon Rising ===<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.4.4.a<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
=== Battle Against Time ===<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
=== Besieged Druids ===<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
=== Birth of a Lich ===<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
=== Bitter Revenge===<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
<br />
=== Cavanagh The Conqueror ===<br />
<br />
''This is the tale of Cavanagh Orc-Foundling, who was blessed by the gods to conquer and unite all of the Great Continent. Orcs and elves, gods and men, queens and sorcerers populate this epic tale of revenge and redemption.''<br />
<br />
'''Author:''' TheEmptyLord (Programming, Map-making, Editing), Scott_Free(Story)<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 Playable Scenarios so far<br />
<br />
'''Version:''' 0.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, limited RPG, limited Large Battle<br />
<br />
'''Faction/Era:''' Default (Units from Northerners, Outlaws, Loyalists as well as other factions interspersed. Several custom units.)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=35927<br />
<br />
<br />
=== Cities of the Frontier ===<br />
<br />
''Settle a new town in the wilds north of the Great River.''<br />
<br />
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''<br />
<br />
'''Author:''' esci<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each<br />
'''Version:''' 0.5.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Simulation, Survival<br />
<br />
'''Faction/Era:''' Default, Loyalist<br />
<br />
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36004<br />
<br />
<br />
=== Considerate Dead ===<br />
<br />
''As the wind goes on and on, people discover necromancer aren't always bad. Made by tribes45 - No scenarios are done, 4 playable out of ??.''<br />
<br />
'''Author:''' tribes45 aka tribes55<br />
<br />
'''Status:''' Incomplete, unbalanced, abandoned<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' .009<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36522<br />
<br />
<br />
=== Count Kromire ===<br />
<br />
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Maintainer:''' currently none<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.3.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Myths, Vampires<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=21560<br />
<br />
<br />
=== Elvish Dynasty RPG ===<br />
<br />
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''<br />
<br />
''Sequel to Ooze Mini-Campaign''<br />
<br />
'''Author:''' spencelack<br />
<br />
'''Maintainer:''' Wesbane<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)<br />
<br />
'''Version:''' 0.9.9b<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=28627<br />
<br />
<br />
=== Fall of Silvium ===<br />
<br />
''You are Caius Regilius, Tribune of the province of Silvia, located in the northmost reaches of the Lavinian Empire at the height of its power. But the Empire has overextended itself, The city of Silvium lies seperated from the rest of the Empire by the mountains of Arendia, and is sandwiched between the Marauders and the Sidhe... war is inevitable, and the province of Silvia will almost certainly fall.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 0.6<br />
<br />
'''Difficulty:''' Medium<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Lavinian Legion.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=24356<br />
<br />
'''Note:''' The final level of this campaign is not supposed to be winnable. It's a final blaze of glory and chance to use all your high-powered units, but to 'win' the campaign, you must lose...the ending is similar to a certain mainline campaign, but predates it.<br />
<br />
<br />
=== Fate of a Princess ===<br />
<br />
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''<br />
<br />
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''<br />
<br />
'''Author:''' SkyOne, mich, Simons Mith<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts<br />
<br />
'''Version:''' 0.9.24<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.<br />
<br />
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''<br />
<br />
'''Required Wesnoth version:''' 1.9.12 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26327<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Fate_of_a_princess Players’ Review(s)]'''<br />
<br />
<br />
=== Forgotten Kingdom ===<br />
<br />
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''<br />
<br />
'''Author:''' Limabean<br />
<br />
'''Maintainer:''' Chrysophylax<br />
<br />
'''Status:''' Incomplete ( but all scenarios playable and balanced )<br />
<br />
'''Length:''' 9 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 0.1.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Goblins, Trolls<br />
<br />
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23483<br />
<br />
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, I hope Limabean and/or Chrysophylax will finish it.<br />
<br />
<br />
=== Forward they Cried ===<br />
<br />
''You are the leader of an advanced detachment that has been tasked with capturing a bridgehead while the main army prepares to attack. It should be a simple enough assignment.''<br />
<br />
'''Author:''' Glowing Fish<br />
<br />
'''Maintainer:''' Lord-Knightmare <br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 scenario ( rather a single scenario than a campaign )<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23656&p=350126&hilit=forward+they+cried#p350126<br />
<br />
'''Note:''' (Adamant14) Only a single scenario, but a great scenario.<br />
(UnwiseOwl) You wouldn't want to stop thinking for a turn, and it's good for the first few turns, but this one leaves me wanting more.<br />
<br />
<br />
=== Galuldur's First Journey ===<br />
<br />
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8-9 scenarios<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31895<br />
<br />
<br />
=== Girl unDead ===<br />
<br />
''A little undead girl fights against the Kingdom.'' <br />
<br />
'''Author:''' tapaboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios<br />
<br />
'''Version: ''' 0.9.20<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default undead,elves<br />
<br />
'''[http://units.wesnoth.org/1.10/Girl_unDead/en_US/Girl_unDead.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37458<br />
<br />
<br />
=== Grnk the Mighty ===<br />
<br />
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life. When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined. He also discovers that he is no ordinary goblin. Follow Grnk the Frail on his path to becoming Grnk the Mighty.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Part I complete<br />
<br />
'''Length:''' 13 scenarios<br />
<br />
'''Version:''' 1.0.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Default, changing (no standard army building gameplay)<br />
<br />
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''<br />
<br />
'''Required Wesnoth version:''' 1.9.5 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34970<br />
<br />
<br />
=== Inky's Quest ===<br />
<br />
''The Cuttlefish Campaign<br />
Are the cuttlefish mere beasts or something more? What stories would they tell if they could speak? This story provides one possible answer.The easiest difficulty provides hints for novice players.''<br />
<br />
'''Author:''' Telchin<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 12 scenarios + story-only epilogue<br />
<br />
'''Version:''' 1.3.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom units (cuttlefish, tentacles, giant clams...). Enemies use both default era units and custom ones.<br />
<br />
'''[http://units.wesnoth.org/1.10/Inky_Quest/en_US/Inky_Quest.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32501<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
=== Invasion of Eliador ===<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
=== Langrisser Sample Campaign ===<br />
<br />
''The Imperial Knights of the Rayguard Empire have disrupted the peace of the village that was Hein's hometown, seeking only a girl named Liana. Fight to rescue Liana.''<br />
<br />
'''Author:''' Morath<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 playable scenario<br />
<br />
'''Version:''' 0.1.0.5<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36417&hilit=Langrisser<br />
<br />
'''Wikipedia:''' [http://en.wikipedia.org/wiki/Langrisser What is Langrisser]<br />
<br />
'''Note:''' (Adamant14) Single scenario, different from usual Wesnoth behaviour.<br />
<br />
<br />
=== Legend of Far North ===<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
=== Merry Christmas ===<br />
<br />
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 playable scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom<br />
<br />
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32519<br />
<br />
<br />
=== Only Death Behind ===<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
=== Panther Lord ===<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''<br />
<br />
<br />
=== Random Campaign ===<br />
<br />
''Gain experience playing the Default Era faction of your choice in a campaign setting''<br />
<br />
'''Author:''' SigurdFireDragon<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Age of Heroes, & Era of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32922<br />
<br />
'''Note:''' (Author) A 4 scenario version is under the multiplayer button, which lets you choose any era.<br />
Intended for players to gain practice with a faction and learn sound strategies using faction specific adjustments against random factions from the chosen era.<br />
<br />
<br />
=== Rebellion in the North ===<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
=== Return of the Monster ===<br />
<br />
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''<br />
<br />
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''<br />
<br />
'''Author:''' SkyOne<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 16 playable, 2 dialog scenarios<br />
<br />
'''Version:''' 0.7.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).<br />
<br />
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''<br />
<br />
'''Required Wesnoth version:''' 1.10.x<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36438<br />
<br />
<br />
=== Return to Noelren ===<br />
<br />
''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''<br />
<br />
'''Author:''' Pyrophorus<br />
<br />
'''Status:''' Complete.<br />
<br />
'''Length:''' 26 scenarios + 7 cut scenes<br />
<br />
'''Version: ''' 0.7.6<br />
<br />
'''Requirements:''' BfW 1.10 (not tested on 1.11)<br />
<br />
'''Difficulty:''' Easy, unbalanced<br />
<br />
'''Style:''' Skirmish, RPG, Large Battle, Simulation<br />
<br />
'''Faction/Era:''' Default + custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/ReturnToNoelren/en_US/ReturnToNoelren.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34685#p501026<br />
<br />
'''Note:''' (Adamant14) I never saw so much fantastic and new ideas in one single UMC, wow!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14_2 Players’ Review(s)]'''<br />
<br />
<br />
=== Return to Ruins ===<br />
<br />
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''<br />
<br />
'''Author:''' Jeff Stevens (Ulfsark)<br />
<br />
'''Composer:''' Paul Fredericks (paulfredericksmusic.com)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 0.5.1<br />
<br />
'''Difficulty:''' Easy,Normal,Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default,(Loyalists, Outlaws)<br />
<br />
'''Required Wesnoth version:''' 1.10.x <br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37790&sid=9059f18497cda1219f42a626544d0ffd&p=540646#p540646<br />
<br />
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
=== Salt Wars ===<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Version:''' 0.2.1<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
<br />
=== Saving Elensefar ===<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[SeafaringCampaign]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
=== Shameless Crossover Excuse ===<br />
<br />
''Fugitive dark sorcerer Gwiti Ha'atel discovers he has the power to mess with Wesnoth's continuity. His quest for revenge on the NPCs who have used his portraits will lead him through perils untold and in-jokes unnumbered, but shall pale before the horror he finds at his quest's end.''<br />
<br />
'''Author:''' Orcish Shyde, Mountain_King<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32016&start=15<br />
<br />
<br />
=== Swamplings ===<br />
<br />
''Banished by Yushnak the Ponderer, a tribe of lowly swamp goblins endure in the deadly mire of Pogo Bog. Four centuries before the founding of Wesnoth, this is the story of the goblins' struggle against the intrigues and betrayals of the greater races, and the rise of the first wolf rider.''<br />
<br />
'''Author:''' John Rawlins (boru)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Version:''' 1.1.7n<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Goblins<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29784<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Swamplings Players’ Review(s)]'''<br />
<br />
<br />
=== Talentless Mage===<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns/Players_Reviews&action=submit#Talentless_Mage Players’ Review(s)]'''<br />
<br />
<br />
=== The Attack of the Western Cavalry ===<br />
<br />
''The story of the century's biggest invasion from the West. A story with the destiny of Wesnoth depending on your decisions; save, or remove it?''<br />
<br />
'''Author & Maintainer:''' WhiteWolf<br />
<br />
'''Status:''' Under development, second beta phase<br />
<br />
'''Length:''' 18, 19 or 20 maps, depending on your decisions<br />
<br />
'''Version:''' 1.1.7beta"<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' Mixed (Large battle & Stimulation & RPG & Skirmish)<br />
<br />
'''Faction/Era:''' Custom, mixed (undead & human & elvish & custom)<br />
<br />
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36294<br />
<br />
=== The Blind Sentinel ===<br />
<br />
''The story of a mysterious soldier, the Blind Sentinel, and the wilds of the North, the Nightbrethren. Will Wesnoth vanquish the appreaching Doom? It only depends on you, the Player...''<br />
<br />
'''Author:''' WhiteWolf<br />
<br />
'''Status:''' Under development, first beta phase<br />
<br />
'''Length:''' 29 maps (26 playable) + bonus map (still experimental)<br />
<br />
'''Version:''' 1.1.3beta"<br />
<br />
'''Difficulty:''' Intermediate/Expert<br />
<br />
'''Style:''' Mixed/Custom<br />
<br />
'''Faction/Era:''' Humans,Undead,Custom<br />
<br />
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39269<br />
<br />
=== The Dark Alliance===<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Version:''' 1.0.3"<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Dark_Alliance/en_US/The%20Dark%20Alliance.html Custom Units]'''<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
=== The Dark Hordes ===<br />
<br />
''Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.''<br />
<br />
'''Author:''' Circon<br />
<br />
'''Maintainer:''' Various<br />
<br />
'''Status:''' Incomplete/WIP<br />
<br />
'''Length:''' 11/?<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:'''<br />
<br />
'''Difficulty:'''<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default undead<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''<br />
<br />
'''Walkthrough:''' [[TheDarkHordes]]<br />
<br />
'''Forum:''' [[http://forums.wesnoth.org/viewtopic.php?f=8&t=16576&]]<br />
<br />
<br />
=== The Devil's Flute ===<br />
<br />
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''<br />
<br />
'''Author:''' lipk<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Devils_Flute/en_US/The_Devils_Flute.html Custom Units]'''<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
=== The Earth's Gut ===<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
=== The Epic of Vaniyera ===<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
=== The Fall of Wesnoth ===<br />
<br />
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''<br />
<br />
'''Author:''' Pewskeepski<br />
<br />
'''Status:''' 1st part complete, 2nd WIP.<br />
<br />
'''Length:''' 10 playable scenarios<br />
<br />
'''Version:''' 1.0.8<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Outlaws<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''<br />
<br />
<br />
=== The Flight of Drakes ===<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
=== The Founding of Borstep ===<br />
<br />
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!'' <br />
<br />
'''Author:''' Beetlenaut<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 and 1 dialogue only<br />
<br />
'''Version:''' 1.1.1b<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Northerners<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''<br />
<br />
'''Note:''' (Kanzil) I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.<br />
<br />
'''Note:''' (beetlenaut--author) In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I '''hope''' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.<br />
<br />
<br />
=== The Legend Begins ===<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' First two episodes completed out of a planned three. You can play the first two episodes. Updated monthly.<br />
<br />
'''Length:''' Approximately 72 scenarios when completed.<br />
----<br />
Episode 1 - 28 scenarios<br />
----<br />
Episode 2 - 26 scenarios<br />
----<br />
Episode 3 - (still in development)<br />
----<br />
'''Version:''' 0.2.7<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles, simulations,<br />
<br />
'''Faction/Era:''' Default, War of Legends, Custom Units<br />
<br />
'''Custom units:''' Sorry, apparently the [units.wesnoth.org Units Database] didn't generate one for this campaign...<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
'''Notes:'''<br />
<br />
----<br />
<br />
=== The Library of Kratemaqht ===<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
=== The Militia ===<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
'''Version:''' 1.5.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
=== The Roar of the Woses ===<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
=== The Three Elves ===<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' (does it have one?)<br />
<br />
<br />
=== The Sojournings of Grog ===<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
=== The Unstoppable Legion ===<br />
<br />
''Horseback campaign. The kingdom of Suveran, far away from Wesnoth, is under attack. Only Deuterus, a Great Druid, knows their weakness and only Viktor, a young noble, dares go on the quest to stop them.''<br />
<br />
'''Author:''' Chris Neville-Smith (Chris NS)<br />
<br />
'''Maintainer:''' Chris Neville-Smith (Chris NS)<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' Currently 15 playable sceanrios, including a fork of three paths near the beginning, and another fork of two paths later on.<br />
<br />
'''Version:''' 0.8.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Mainly Skirmish<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Unstoppable_Legion/en_US/The_Unstoppable_Legion.html Custom units]'''<br />
<br />
'''Faction/Era:''' Play mounted units, including expanded Cavalryman line, and completely new Bowrider line. Joined later by Dwarves. Main enemies are the dark fighters and dark cultists.<br />
<br />
<br />
=== The White Troll ===<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
=== To Lands Unknown ===<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
=== Up from Slavery ===<br />
<br />
''The Orcei are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios<br />
<br />
'''Version:''' 0.6.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)<br />
<br />
'''Faction/Era:''' Imperial Era, Orcei Gladiatores<br />
<br />
'''Note:''' (Maintainer) At some point, I am intending to completely re-work this campaign to be a multi-player campaign, with one side led by Sparxus and one by Gravirivus. If anyone would like to take this on or has ideas for how to accomplish this, let us know. Nevertheless, its playable as a single player campaign now with some nice ideas that could be developed further.]<br />
<br />
<br />
=== Warmaster ===<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
<br />
=== Way of Dragon ===<br />
<br />
''The story of what might happen if a person against his will transform into a dragon...''<br />
<br />
'''Author:''' DrakeDragon<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 7 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/RPG<br />
<br />
'''Faction/Era:''' Default Loyalists<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37876 Wesnoth Forum] [http://uporoom.ru/index.php/topic,179.0.html Russian Forum]<br />
<br />
'''Note:''' (Adamant14) Promising short campaign, you play with just a few units.<br />
<br />
== Battle for Wesnoth 1.11.x - development ==<br />
<br />
''Campaigns available in the 1.11.x development version.''<br />
<br />
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''<br />
<br />
<br />
=== A Gryphon's Tale ===<br />
<br />
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''<br />
<br />
'''Author:''' Ringcaat/Dwarven_Void<br />
<br />
'''Status:''' One branch complete, most incomplete<br />
<br />
'''Length:''' 11-12 scenarios (branch dependent)<br />
<br />
'''Version:''' 0.6.12<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' RPG/minigames<br />
<br />
'''Faction/Era:''' Gryphon/Orc<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=2906&start=195&<br />
<br />
<br />
=== After the Storm ===<br />
<br />
''Follow the journey of Galas and his band following the events of <i>Invasion from the Unknown</i>''<br />
<br />
'''Author:''' shadowmaster/ShikadiLord<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part<br />
<br />
'''Version:''' 0.9.7<br />
<br />
'''Difficulty:''' Medium-hard<br />
<br />
'''Style:''' Skirmish, Boss Battle, Dungeon<br />
<br />
'''Faction/Era:''' Many custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32091<br />
<br />
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''<br />
<br />
<br />
=== Antar, Son of Rheor ===<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 9 playable scenarios / 1 cutscene <br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''<br />
<br />
'''Note:''' (Adamant14) The campaign did not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
=== A Song of Fire (The Dragon Trilogy, Part I) ===<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Version:''' 0.4.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
=== A Vision Blinded ===<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' AxalaraFlame<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
=== Bad Moon Rising ===<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
=== Birth of a Lich ===<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
=== Coming of the Storm ===<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''<br />
<br />
'''Note:''' (taptap) Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.<br />
<br />
<br />
=== Invasion of Eliador ===<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
=== Legend of Far North ===<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' complete<br />
<br />
'''Length:''' 200 (+8 talk-only) scenarios<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
=== Merry Christmas ===<br />
<br />
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 3 playable scenarios<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Custom<br />
<br />
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32519<br />
<br />
<br />
=== Only Death Behind ===<br />
<br />
''Legends of the Emerald Forest, chapter II: Only Death Behind.''<br />
<br />
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''<br />
<br />
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios / 1 talk only<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39119&p=556996#p556996<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''<br />
<br />
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
=== Rebellion in the North ===<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
<br />
=== Roboke's Island ===<br />
<br />
Mystic Island Quest<br />
<br />
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''<br />
<br />
''"Unraveling the mystery of Roboke island is a magic experience." (Weldyn Gazette)''<br />
<br />
''"Ferocious battles and mysterious riddles await you." (Wesmere Post)''<br />
<br />
''"The adventures of Roboke and his side-kick are truly stunning." (Knalga News)''<br />
<br />
<br />
'''Author:''' x42<br />
<br />
'''Status:''' beta, story-complete<br />
<br />
'''Length:''' 18 playable scenarios + 6 story chapters<br />
<br />
'''Version:''' 0.8.X-beta<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''': various (RPG, Skirmish, Puzzle)<br />
<br />
'''Faction/Era:''' Default (Fencer as main hero + various allies)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=39423<br />
<br />
'''Note:''' Requires BfW &ge; 1.11.6 (for MicroAI)<br />
<br />
=== Ruthless ===<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
=== Saving Elensefar ===<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[SeafaringCampaign]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
=== Soldier of Wesnoth ===<br />
<br />
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Completed<br />
<br />
'''Length:''' 31 scenarios<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default+Khalifate+Custom Units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39123<br />
<br />
=== Sven's Adventure ===<br />
<br />
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''<br />
<br />
'''Author:''' kpearce<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 19 scenarios<br />
<br />
'''Version:''' 0.1.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Dungeon, Boss Battle<br />
<br />
'''Faction/Era:''' Default (mixed factions)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=39080<br />
<br />
<br />
=== The Devil's Flute ===<br />
<br />
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''<br />
<br />
'''Author:''' lipk<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
=== The Earth's Gut ===<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)<br />
<br />
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives<br />
<br />
'''Version:''' 0.2.14<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon, Skirmish<br />
<br />
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).<br />
<br />
<br />
=== The Epic of Vaniyera ===<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
=== The Flight of Drakes ===<br />
<br />
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.<br />
<br />
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''<br />
<br />
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''<br />
<br />
'''Author:''' NoQ<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 7 playable scenarios / 2 talk only<br />
<br />
'''Version:''' 1.1.2<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Drakes<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37981<br />
<br />
<br />
=== The Legend Begins ===<br />
<br />
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''<br />
<br />
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)<br />
<br />
'''Status:''' First two episodes completed out of a planned three. You can play the first two episodes. Updated monthly.<br />
<br />
'''Length:''' Approximately 72 scenarios when completed.<br />
----<br />
Episode 1 - 28 scenarios<br />
----<br />
Episode 2 - 26 scenarios<br />
----<br />
Episode 3 - (still in development)<br />
----<br />
'''Version:''' 0.2.7<br />
<br />
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.<br />
<br />
'''Difficulty:''' Intermediate<br />
<br />
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles, simulations,<br />
<br />
'''Faction/Era:''' Default, War of Legends, Custom Units<br />
<br />
'''Custom units:''' Sorry, apparently the [units.wesnoth.org Units Database] didn't generate one for this campaign...<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37424 Click Here]<br />
<br />
'''Notes:'''<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
=== The Militia ===<br />
<br />
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''<br />
<br />
'''Author:''' Desert_Shyde<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 15 scenarios<br />
<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294<br />
<br />
<br />
=== The Roar of the Woses ===<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
=== The Three Elves ===<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' (does it have one?)<br />
<br />
<br />
=== The Sojournings of Grog ===<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Version:''' 3.0.1<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
<br />
=== The White Troll ===<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
<br />
=== To Lands Unknown ===<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''<br />
<br />
<br />
=== Warmaster ===<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
== [[Guide_to_UMC_Campaigns/Players_Reviews|Player Reviews]] ==<br />
<br />
[[Category:Campaigns|*]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51390Player UMC Reviews2013-06-11T20:14:28Z<p>Taptap: /* Blueprint [add the name of the reviewed campaign here] */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Blueprint [add the name of the reviewed campaign here] ===<br />
==== Review by [add your name here] (version number of reviewed campaign) ====<br />
<br />
'''Tags:''' * describe the add-on using a few keywords<br />
<br />
'''Review:''' * personal evaluation of the campaign taking into account different aspects such as gameplay, plot, map design, art, etc.<br />
<br />
'''Surroundings''' * add your rating of the visual part of the add-on here (1-10)<br />
<br />
'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
<br />
'''Story:''' * add your rating of the story's quality here (1-10)<br />
<br />
'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
<br />
'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
<br />
'''Player note:''' * add your overall rating here (1-10)<br />
<br />
'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
<br />
=== After the Storm ===<br />
==== Review by vultraz ====<br />
'''Tags:''' fall, dungeon, elves<br />
<br />
'''Description:''' After the Emperor of Chaos was defeated, the free civilizations of the Great Continent hoped that his followers would abandon the ongoing war. Meanwhile, Galas and his unlikely band of heroes head back to the northern lands to request aid for their next journey.<br />
<br />
'''Summary:''' This campaign is, in my opinion, one of the very best UMC campaigns. It follows the story of Elynia and her band and their adventures following the events of <i>Invasion from the Unknown</i>. Since the campaign is divided into three episodes, I'll talk about each one separately.<br />
<br />
<b>Episode 1:</b> This one starts out slow, but speeds up pretty soon. The first few scenarios capture your attention and want to make you keep playing. It features an appearance of Zocthanol Isle from <i>Under the Burning Suns</i>, which I find quite nice. The late scenarios feature, as in all the episodes, AtS's signature dungeon crawling scenarios, of which I am very fond. My only complaint about this episode would be the third scenario, which is quite tedious after you build up a strong force. Other than that, a good episode.<br />
<br />
<b>Episode 2:</b> This episode jumps in right after the cliffhanger end of episode 1, and finds Elynia 1 year into the future as a result of the explosion in Wesmere. We quickly jump right into the action, and discover a very important character in scenario 2. There are a bunch of nice plot points here, including the deal made with the demon lord, and Elynia's journey to the valley from the beginning of IftU. As before, the last few scenarios feature AtS's dungeon crawling, including a very large scenario 10 map. The episode ends on what I consider a beautiful cutscene, one which finishes with a perfect flair.<br />
<br />
<b>Episode 3:</b> Shadowmaster truly saved the best for last, here. Several amazing plot points come into play in this scenario, as well as an introducing of many new characters and custom units. This episode brings together almost all the plot threads that had been laid throughout the previous two episodes and IftU and wraps them up in an elegant bow, while at the same time exploring in new directions. Gameplay wise, he managed to keep the scenarios interesting and fun after all this time. More dungeon crawling, and a gigantic final scenario followed by several cutscenes wrap up this amazing campaign. One little complaint might be about scenario 4, which I found quite hard to beat.<br />
<br />
All in all, I thoroughly enjoyed this campaign and its story. The maps, characters, and gameplay had me hooked, and I recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 9<br />
<br />
'''Player Note:''' 10<br />
<br />
=== A new Order ===<br />
==== Review by Pyrophorus ====<br />
<br />
'''Tags:''' Akladians,skirmish,story<br />
<br />
'''Description:''' A new Order is a rather long campaign, telling the story of the Akladians reign over Wesnoth. In short, Akladians are a barbarian people, coming from east, flying from slavery, who took control over the decadent Wesnoth kingdom. The story begins later, when Gawen, son of the Akladian king and a Wesnoth noblewoman, have to fight his way to the throne, reconciliate Wesnothians and Akladians to face the threat of a powerful necromancer.<br />
<br />
The campaign is a classical skirmish with some large battles, and some riddles to solve. You'll play here Akladian and Khalifate factions. <br />
<br />
'''Summary:''' It is one of the more old and mature projects in UMC (eight years old !), polished and enhanced for years, and still actively updated.<br />
<br />
At first glance, the story can look classical and boring, but it is one of the best campaign story one can find: interesting and various characters, many plot twists, a real world description make the story really interesting and original. Not for children, as the note says, should be understood as being not the kind of childish fancy most campaigns are built on. Maps and battles have been thoroughly designed and balanced, and everything could be said perfect here, with a slight reservation about graphics (but they're progressing for now).<br />
<br />
A classic which many different people can enjoy.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 8<br />
<br />
'''Replay value:''' 6<br />
<br />
'''Player note:''' 10<br />
<br />
=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 7<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
<br />
==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
<br />
'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
<br />
'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
<br />
'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
<br />
Player note: * <br />
Overall rating would be 8/10.<br />
<br />
<br />
=== Fate of a princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
<br />
==== Review by bumbadadabum ====<br />
<br />
'''Description:''' (quoting Raijer) A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities. <br />
<br />
'''Summary:''' I didn't like this campaign a single bit. The scenarios feel like they've been designed 'in a hurry' without paying any attention to detail. The lack of variety or events in scenarios make them very boring to play, and often made me want to just :n and be done with them. The scale of the scenarios is completely blown out of scale, and this makes it extremely tedious to play, as everytime you press the end turn button you have to wait for the literally hundreds of enemies to move. The maps are not horrible, but far from mainline level. The story (which is one of the most important things in a campaign for me) is perhaps one of the worst things about this campaign. The dialog is badly written (in places where it is present. There isn't much dialog outside of starting dialog) and feels completely emotionless. The characters are paper-thin and not very well developed, and that only contributes to my thinking that the entire story is only there to tie the 185 scenarios together. It feels ridiculous and sometimes made me wonder what I was doing with my life, after I read another dialog. The art of the campaign consists mostly of bad frankensteins or horribly drawn units, with the exceptions of the portraits for Efraim and Lethalia, which actually look pretty decent. Overall, I feel like the pretty good idea behind the RPG engine, which in my opinion is also poorly executed, has gone to waste by it being in this campaign. I think this campaign is bad and doesn't deserve any of the praise it often receives on the forums. I would not recommend this campaign to anyone.<br />
<br />
'''Surroundings:''' 4<br />
<br />
'''Design:''' 2<br />
<br />
'''Story:''' 3<br />
<br />
'''Fun:''' 3<br />
<br />
'''Replay value:''' 4<br />
<br />
'''Player note:''' 2<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
==== Review by Pyrophorus ====<br />
<br />
'''Tags:''' goblins,skirmish,story<br />
<br />
'''Description:''' see previous review.<br />
<br />
'''Summary:''' This campaign is very original and imaginative. First of all, it features not chivalrous heroes like most Wesnoth campaigns, but humble and rather stubborn people instead. More of it, the story is much more picaresque than epic, written in a delicious humorous tone, very unusual in Wesnoth world. IMO, it's one of the few really good writing one can find here. It's impossible to abstract this complex story, where everything goes in an unexpected way, to list every strange encounter, funny event and so on. If you like good writing, humor, as well as hardcore fighting, you'll really love this campaign. If not, just as Dunno says, it's honest, no more.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 10<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Guide to UMC Campaigns]'''<br />
<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
Or maybe you don't want, or don't know how to edit the wiki page, then you can post your review also here. I will add it then to this page.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=51362Guide to UMC Content2013-06-09T14:11:21Z<p>Taptap: </p>
<hr />
<div>''This is a guide to the current (1.10.x/1.11.x) UMC campaigns for players. It aims to provide all the information not only about the story, but also about completion, difficulty and playing style of the campaign. See also [[Guide_to_UMC_Campaigns/Players_Reviews|Players Reviews]], as well as http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 for further information and http://forums.wesnoth.org/viewtopic.php?f=8&t=36733 (for currently non-available UMC-content). Please edit, it is a wiki.''<br />
<br />
=== Blueprint ===<br />
<br />
'''Status:'''<br />
* Broken = Does not work at all<br />
* Incomplete = Partially written, no progress<br />
* WIP = Partially written, progress<br />
* Complete = Completely written, but buggy as well as potential balance issues.<br />
* Finished = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
'''Length:'''<br />
<br />
'''Author:'''<br />
<br />
'''Maintainer:''' if not maintained by the author anymore.<br />
<br />
'''Description:'''<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:'''<br />
<br />
'''Difficulty:'''<br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
* Unbalanced = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erraticly from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
* Easy<br />
* Normal<br />
* Hard<br />
<br />
'''Style:''' <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
* Skirmish = small to medium sized armies, your standard Wesnoth gameplay<br />
* Dungeon = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
* RPG = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
* Survival = being exposed to changing, spawning enemies while remaining on the same map<br />
* Large Battle = large number of units on the battlefield, sizely maps<br />
* Simulation = campaigns feat. terrain modification, alternative resources<br />
* Boss battle = the challenge is to defeat a single powerful enemy unit<br />
* Minigames = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay<br />
<br />
'''Faction/Era:'''<br />
<br />
* Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
'''Custom units:'''<br />
<br />
* Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
'''Forum:'''<br />
<br />
* Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.10.x - stable ==<br />
<br />
''Campaigns available in the 1.10.x stable version.''<br />
<br />
<br />
=== Aldur The Great ===<br />
<br />
''This is a story about Aldur the Great.''<br />
<br />
'''Author:''' pintercsabi<br />
<br />
'''Status:''' Complete, but unbalanced<br />
<br />
'''Length:''' 5 playable scenarios<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Version:''' 1.2.2<br />
<br />
'''Forum:''' -<br />
<br />
'''Note:''' (Adamant14) Short unbalanced campaign, maybe abandoned. You fight with Peasants, Ruffians and Woodsman against Orcs<br />
<br />
<br />
=== Alfhelm the Wise ===<br />
<br />
''This is the tale of Alfhelm, called by some the Wise, son of Alfric Conqueror. This is the tale of his victories over his enemies, and his rise to power in the clans of Marauderdom. This is the tale of his journey south and his destruction of the Lavinian Empire. And this is the tale of his demise in the dark forests far to the east of his homeland.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 15 gameplay scenarios <br />
<br />
'''Difficulty:''' Moderate<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Marauders.<br />
<br />
'''Version:''' 0.6.0<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=17144<br />
<br />
'''Note:''' (Maintainer) Though this campaign is complete and playable the whole way through, the code is four years old and pretty buggy. If you notice any errors while playing, please let me know and I'll incorporate the fixes into my next revision as soon as possible.]<br />
<br />
<br />
=== A New Order ===<br />
<br />
'''Author:''' szopen<br />
<br />
'''Status:''' Finished. <br />
<br />
'''Length:''' 45 scenarios.<br />
<br />
'''Description:''' The old kingdom of Wesnoth has fallen before barbarian hordes. The occupying barbarians are on the brink of civil war, the seeds of Wesnothian rebellion are kept alive by old legends, while bandits and Khalifate mercenaries roam the land. Can Gawen Hagarthen unite these disparate factions against a common foe?<br />
Note: This campaign contains mature themes, some of which may be unsuitable for children.<br />
<br />
'''Version: ''' 1.2.15<br />
<br />
'''Requirements:''' Requires BfW 1.10. In addition, you have to install Era Khalifate add-on; the Akladian Music package is optional<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Akladians, Khalifate<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6486<br />
<br />
'''Note:''' (Pyrophorus) Certainly one of the most mature and well designed campaign in add-ons. A must.<br />
<br />
<br />
=== Antar, Son of Rheor ===<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 9 playable scenarios / 1 cutscene<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players Review]'''<br />
<br />
<br />
=== A Story of the Northlands ===<br />
<br />
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''<br />
<br />
'''Author:''' zepko<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''<br />
<br />
'''Version:''' 1.0.0<br />
<br />
<br />
=== A Vision Blinded ===<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' AxalaraFlame<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Version:''' 0.6.6<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
<br />
=== Bad Moon Rising ===<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Version:''' 1.4.4.a<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
=== Battle Against Time===<br />
<br />
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 4 playable scenarios + 1 prologue scenario<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Orcs<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27319<br />
<br />
<br />
=== Besieged Druids ===<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Version:''' 1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
<br />
=== Birth of a Lich ===<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
=== Bitter Revenge===<br />
<br />
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 4 dialogue only<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26699<br />
<br />
<br />
=== Cavanagh The Conqueror ===<br />
<br />
''This is the tale of Cavanagh Orc-Foundling, who was blessed by the gods to conquer and unite all of the Great Continent. Orcs and elves, gods and men, queens and sorcerers populate this epic tale of revenge and redemption.''<br />
<br />
'''Author:''' TheEmptyLord (Programming, Map-making, Editing), Scott_Free(Story)<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 10 Playable Scenarios so far<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, limited RPG, limited Large Battle<br />
<br />
'''Faction/Era:''' Default (Units from Northerners, Outlaws, Loyalists as well as other factions interspersed. Several custom units.)<br />
<br />
'''Version:''' 0.1.2<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=35927<br />
<br />
<br />
=== Cities of the Frontier ===<br />
<br />
''Settle a new town in the wilds north of the Great River.''<br />
<br />
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''<br />
<br />
'''Author:''' esci<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Simulation, Survival<br />
<br />
'''Faction/Era:''' Default, Loyalist<br />
<br />
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''<br />
<br />
'''Version:''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36004<br />
<br />
<br />
=== Considerate Dead ===<br />
<br />
''As the wind goes on and on, people discover necromancer aren't always bad. Made by tribes45 - No scenarios are done, 4 playable out of ??.''<br />
<br />
'''Author:''' tribes45 aka tribes55<br />
<br />
'''Status:''' Incomplete, unbalanced, abandoned<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Version:''' .009<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36522<br />
<br />
<br />
=== Count Kromire ===<br />
<br />
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Maintainer:''' currently none<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Myths, Vampires<br />
<br />
'''Version:''' 1.3.2<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=21560<br />
<br />
<br />
=== Elvish Dynasty RPG ===<br />
<br />
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''<br />
<br />
''Sequel to Ooze Mini-Campaign''<br />
<br />
'''Author:''' spencelack<br />
<br />
'''Maintainer:''' Wesbane<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Version:''' 0.9.9b<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=28627<br />
<br />
<br />
=== Fall of Silvium ===<br />
<br />
''You are Caius Regilius, Tribune of the province of Silvia, located in the northmost reaches of the Lavinian Empire at the height of its power. But the Empire has overextended itself, The city of Silvium lies seperated from the rest of the Empire by the mountains of Arendia, and is sandwiched between the Marauders and the Sidhe... war is inevitable, and the province of Silvia will almost certainly fall.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Difficulty:''' Medium<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Lavinian Legion.<br />
<br />
'''Version:''' 0.6<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=24356<br />
<br />
'''Note:''' The final level of this campaign is not supposed to be winnable. It's a final blaze of glory and chance to use all your high-powered units, but to 'win' the campaign, you must lose...the ending is similar to a certain mainline campaign, but predates it.<br />
<br />
<br />
=== Fate of a Princess ===<br />
<br />
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''<br />
<br />
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''<br />
<br />
'''Author:''' SkyOne, mich, simonsmith<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.<br />
<br />
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''<br />
<br />
'''Version:''' 0.9.17<br />
<br />
'''Required Wesnoth version:''' 1.9.12 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26327<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Fate_of_a_princess Players Review]'''<br />
<br />
<br />
=== Forgotten Kingdom ===<br />
<br />
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''<br />
<br />
'''Author:''' Limabean<br />
<br />
'''Maintainer:''' Chrysophylax<br />
<br />
'''Status:''' Incomplete ( but all scenarios playable and balanced )<br />
<br />
'''Length:''' 9 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Goblins, Trolls<br />
<br />
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''<br />
<br />
'''Version:''' 0.1.7<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23483<br />
<br />
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, I hope Limabean and/or Chrysophylax will finish it.<br />
<br />
<br />
=== Forward they Cried ===<br />
<br />
''You are the leader of an advanced detachment that has been tasked with capturing a bridgehead while the main army prepares to attack. It should be a simple enough assignment.''<br />
<br />
'''Author:''' Glowing Fish<br />
<br />
'''Maintainer:''' Lord-Knightmare <br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 scenario ( rather a single scenario than a campaign )<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23656&p=350126&hilit=forward+they+cried#p350126<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Note:''' (Adamant14) Only a single scenario, but a great scenario.<br />
(UnwiseOwl) You wouldn't want to stop thinking for a turn, and it's good for the first few turns, but this one leaves me wanting more.<br />
<br />
<br />
=== Galuldur's First Journey ===<br />
<br />
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8-9 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31895<br />
<br />
<br />
=== Grnk the Mighty ===<br />
<br />
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life. When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined. He also discovers that he is no ordinary goblin. Follow Grnk the Frail on his path to becoming Grnk the Mighty.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Part I complete<br />
<br />
'''Length:''' 13 scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Default, changing (no standard army building gameplay)<br />
<br />
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''<br />
<br />
'''Version:''' 1.0.5<br />
<br />
'''Required Wesnoth version:''' 1.9.5 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34970<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
'''Version:''' 1.90.6<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players Review]'''<br />
<br />
'''Note:''' (taptap) Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.<br />
<br />
<br />
=== Invasion of Eliador ===<br />
<br />
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''<br />
<br />
'''Author:''' Sam M. (Genosuke)<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Style:''' RPG, Skirmish, Puzzle<br />
<br />
'''Length:''' 10 scenarios + epilogue<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Faction:''' Default (outlaws)<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=6556<br />
<br />
'''Wiki:''' [[Invasion_of_Eliador]]<br />
<br />
<br />
=== Langrisser Sample Campaign ===<br />
<br />
''The Imperial Knights of the Rayguard Empire have disrupted the peace of the village that was Hein's hometown, seeking only a girl named Liana. Fight to rescue Liana.''<br />
<br />
'''Author:''' Morath<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 playable scenario<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Version:''' 0.1.0.5<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36417&hilit=Langrisser<br />
<br />
'''Wikipedia:''' [http://en.wikipedia.org/wiki/Langrisser What is Langrisser]<br />
<br />
'''Note:''' (Adamant14) Single scenario, different from usual Wesnoth behaviour.<br />
<br />
<br />
=== Legend of Far North ===<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (4 chapters, 96 scenarios at the moment) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' WiP (but Part I might be considered complete)<br />
<br />
'''Length:''' 185 (+7 talk-only) scenarios at the moment<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''Version:''' 2.5.0<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players Review]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
=== Nothwards ===<br />
<br />
''A lone keep in frosty woods against enemies from far beyond.''<br />
<br />
'''Author:''' DeRaid<br />
<br />
'''Status:''' Broken (Does not work at all)<br />
<br />
'''Length:''' 0 playable scenarios<br />
<br />
'''Difficulty:''' ?<br />
<br />
'''Style:''' ?<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Version:''' 0.1<br />
<br />
'''Forum:''' -<br />
<br />
'''Note:''' (Adamant14) Does not work at all.<br />
<br />
<br />
=== Panther Lord ===<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players Review]'''<br />
<br />
<br />
=== Random Campaign ===<br />
<br />
''Gain experience playing the Default Era faction of your choice in a campaign setting''<br />
<br />
'''Author:''' SigurdFireDragon<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 playable scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Age of Heroes, & Era of Legends<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32922<br />
<br />
'''Note:''' (Author) A 4 scenario version is under the multiplayer button, which lets you choose any era.<br />
Intended for players to gain practice with a faction and learn sound strategies using faction specific adjustments against random factions from the chosen era.<br />
<br />
<br />
=== Rebellion in the North ===<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
=== Return of the Monster ===<br />
<br />
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''<br />
<br />
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''<br />
<br />
'''Author:''' SkyOne<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 16 playable, 2 dialog scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).<br />
<br />
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''<br />
<br />
'''Version:''' 0.7.1<br />
<br />
'''Required Wesnoth version:''' 1.10.x<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36438<br />
<br />
<br />
=== Return to Noelren ===<br />
<br />
'''Status:''' Complete.<br />
<br />
'''Length:''' 26 scenarios + 7 cut scenes<br />
<br />
'''Author:''' Pyrophorus<br />
<br />
'''Description:''' ''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''<br />
<br />
'''Version: ''' 0.7.6<br />
<br />
'''Requirements:''' BfW 1.10 (not tested on 1.11)<br />
<br />
'''Difficulty:''' Easy, unbalanced<br />
<br />
'''Style:''' Skirmish, RPG, Large Battle, Simulation<br />
<br />
'''Faction/Era:''' Default + custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/ReturnToNoelren/en_US/ReturnToNoelren.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34685#p501026<br />
<br />
'''Note:''' (Adamant14) I never saw so much fantastic and new ideas in one single UMC, wow!<br />
<br />
<br />
=== Return to Ruins ===<br />
<br />
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''<br />
<br />
'''Author:''' Jeff Stevens (Ulfsark)<br />
<br />
'''Composer:''' Paul Fredericks (paulfredericksmusic.com)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Easy,Normal,Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default,(Loyalists, Outlaws)<br />
<br />
'''Version:''' 0.5.1<br />
<br />
'''Required Wesnoth version:''' 1.10.x <br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37790&sid=9059f18497cda1219f42a626544d0ffd&p=540646#p540646<br />
<br />
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
<br />
=== Salt Wars ===<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Version:''' 0.2.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
<br />
=== Saving Elensefar ===<br />
<br />
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''<br />
<br />
'''Author:''' Turin<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 year (around 12 scenarios)<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, RPG, Simulation<br />
<br />
'''Version:''' 1.5.2<br />
<br />
'''Faction:''' Default Era<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&start=0<br />
<br />
'''Wiki:''' [[SeafaringCampaign]]<br />
<br />
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.<br />
<br />
<br />
=== Shameless Crossover Excuse ===<br />
<br />
''Fugitive dark sorcerer Gwiti Ha'atel discovers he has the power to mess with Wesnoth's continuity. His quest for revenge on the NPCs who have used his portraits will lead him through perils untold and in-jokes unnumbered, but shall pale before the horror he finds at his quest's end.''<br />
<br />
'''Author:''' Orcish Shyde, Mountain_King<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Faction:''' Undead<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=32016&start=15<br />
<br />
<br />
=== Swamplings ===<br />
<br />
''Banished by Yushnak the Ponderer, a tribe of lowly swamp goblins endure in the deadly mire of Pogo Bog. Four centuries before the founding of Wesnoth, this is the story of the goblins' struggle against the intrigues and betrayals of the greater races, and the rise of the first wolf rider.''<br />
<br />
'''Author:''' John Rawlins (boru)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Version:''' 1.1.7n<br />
<br />
'''Faction:''' Goblins<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29784<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Swamplings Players Review]'''<br />
<br />
<br />
=== Talentless Mage===<br />
<br />
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 playable scenarios + 3 dialogue scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Noob Faction<br />
<br />
'''Version:''' 1.1.0<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=27608]<br />
<br />
'''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns/Players_Reviews&action=submit#Talentless_Mage Players Review]'''<br />
<br />
<br />
=== The Dark Alliance===<br />
<br />
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''<br />
<br />
'''Author:''' Wonderboy<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: Recruit list changes in almost every scenario<br />
<br />
'''Version:''' 1.0.3"<br />
<br />
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&t=26924<br />
<br />
<br />
=== The Dark Hordes ===<br />
<br />
'''Status:''' Incomplete/WIP<br />
<br />
'''Length:''' 11/?<br />
<br />
'''Author:''' Circon<br />
<br />
'''Maintainer:''' Various<br />
<br />
'''Description:''' Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:'''<br />
<br />
'''Difficulty:'''<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default undead<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''<br />
<br />
'''Walkthrough:''' [[TheDarkHordes]]<br />
<br />
'''Forum:''' [[http://forums.wesnoth.org/viewtopic.php?f=8&t=16576&]]<br />
<br />
<br />
=== The Devil's Flute ===<br />
<br />
'''Status:''' Complete, unmaintained<br />
<br />
'''Length:''' 10 scenarios<br />
<br />
'''Author:''' lipk<br />
<br />
'''Description:''' Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...<br />
<br />
'''Version:''' 0.1.4c<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish, Minigames<br />
<br />
'''Faction/Era:''' Outlaws<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36044<br />
<br />
<br />
=== The Earth's Gut ===<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' Incomplete<br />
<br />
'''Length:''' 21 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon<br />
<br />
'''Faction/Era:''' Default, dwarves.<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Version:''' 0.2.11<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" and is intended to be challenging for experienced players on hard whilst suitably easy on easy.<br />
<br />
<br />
=== The Epic of Vaniyera ===<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
<br />
=== The Fall of Wesnoth ===<br />
<br />
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''<br />
<br />
'''Author:''' Pewskeepski<br />
<br />
'''Status:''' 1st part complete, 2nd WIP.<br />
<br />
'''Length:''' 10 playable scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Outlaws<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''<br />
<br />
'''Version:''' 1.0.8<br />
<br />
<br />
=== The Founding of Borstep ===<br />
<br />
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!'' <br />
<br />
'''Author:''' Beetlenaut<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 and 1 dialogue only<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Northerners<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''<br />
<br />
'''Version:''' 1.1.1b<br />
<br />
'''Note:''' (Kanzil) I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.<br />
<br />
'''Note:''' (beetlenaut--author) In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I '''hope''' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.<br />
<br />
<br />
=== The Keep ===<br />
<br />
''A lone keep in frosty woods against enemies from far beyond.''<br />
<br />
'''Author:''' DeRaid<br />
<br />
'''Status:''' Broken (Does not work at all)<br />
<br />
'''Length:''' 0 playable scenarios<br />
<br />
'''Difficulty:''' Broken<br />
<br />
'''Style:''' ?<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Version:''' 0.1<br />
<br />
'''Forum:''' -<br />
<br />
'''Note:''' (Adamant14) Does not work at all.<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players Review'''<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
<br />
=== The Roar of the Woses ===<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
<br />
=== The Three Elves ===<br />
<br />
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''<br />
<br />
'''Author:''' Stanislav Hoferek<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Version:''' 0.9<br />
<br />
'''Status:''' Complete<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Length:''' 8 scenarios + 2 dialogue<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction:''' Default (Elves)<br />
<br />
'''Forum:''' (does it have one?)<br />
<br />
<br />
=== The Sojournings of Grog ===<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
'''Version:''' 3.0.1<br />
<br />
<br />
=== The Unstoppable Legion ===<br />
<br />
''Horseback campaign. The kingdom of Suveran, far away from Wesnoth, is under attack. Only Deuterus, a Great Druid, knows their weakness and only Viktor, a young noble, dares go on the quest to stop them.''<br />
<br />
'''Author:''' Chris Neville-Smith (Chris NS)<br />
<br />
'''Maintainer:''' Chris Neville-Smith (Chris NS)<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' Currently 15 playable sceanrios, including a fork of three paths near the beginning, and another fork of two paths later on.<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Mainly Skirmish<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Unstoppable_Legion/en_US/The_Unstoppable_Legion.html Custom units]'''<br />
<br />
'''Faction/Era:''' Play mounted units, including expanded Cavalryman line, and completely new Bowrider line. Joined later by Dwarves. Main enemies are the dark fighters and dark cultists.<br />
<br />
'''Version:''' 0.8.7<br />
<br />
<br />
=== The White Troll ===<br />
<br />
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''<br />
<br />
'''Author:''' Wesnoth Italian Forum<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.<br />
<br />
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''<br />
<br />
'''Version:''' 0.7.5<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38828<br />
<br />
<br />
=== To Lands Unknown ===<br />
<br />
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''<br />
<br />
'''Author:''' inferno8<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 20 scenarios, 4 dialogue only<br />
<br />
'''Difficulty:''' Intermediate (Era of Magic)<br />
<br />
'''Style''': Skirmish, Dungeon<br />
<br />
'''Era:''' Era of Magic<br />
<br />
'''Version:''' 1.6.0<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31799<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players Review]'''<br />
<br />
<br />
=== Unlikely Alliance ===<br />
<br />
''Play as the members of an alliance between the elves, drakes, and undead after the Fall of Wesnoth.''<br />
<br />
'''Author:''' Creativity<br />
<br />
'''Status:''' Broken ( Abandoned )<br />
<br />
'''Length:''' 2 broken scenarios<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' -<br />
<br />
'''Faction/Era:''' -<br />
<br />
'''Version:''' 0.1<br />
<br />
'''Forum:''' -<br />
<br />
'''Note:''' (Adamant14) Did not work at all. Seems abandoned.<br />
<br />
<br />
=== Up from Slavery ===<br />
<br />
''The Orcei are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)<br />
<br />
'''Faction/Era:''' Imperial Era, Orcei Gladiatores<br />
<br />
'''Version:''' 0.6.0<br />
<br />
'''Note:''' (Maintainer) At some point, I am intending to completely re-work this campaign to be a multi-player campaign, with one side led by Sparxus and one by Gravirivus. If anyone would like to take this on or has ideas for how to accomplish this, let us know. Nevertheless, its playable as a single player campaign now with some nice ideas that could be developed further.]<br />
<br />
<br />
=== Warmaster ===<br />
<br />
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''<br />
<br />
'''Author:''' Conkinator<br />
<br />
'''Maintainer:''' trewe<br />
<br />
'''Version:''' 1.3.5<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Faction:''' Default (loyalists)<br />
<br />
'''Style:''' Skirmish, Survival<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=15527<br />
<br />
<br />
=== Way of Dragon ===<br />
<br />
''The story of what might happen if a person against his will transform into a dragon...''<br />
<br />
'''Author:''' DrakeDragon<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 7 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/RPG<br />
<br />
'''Faction/Era:''' Default Loyalists<br />
<br />
'''Version:''' 1.2.0<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37876 Wesnoth Forum] [http://uporoom.ru/index.php/topic,179.0.html Russian Forum]<br />
<br />
'''Note:''' (Adamant14) Promising short campaign, you play with just a few units.<br />
<br />
<br />
<br />
<br />
<br />
== Battle for Wesnoth 1.11.x - development ==<br />
<br />
''Campaigns available in the 1.11.x development version.''<br />
<br />
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''<br />
<br />
<br />
=== Antar, Son of Rheor ===<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 9 playable scenarios / 1 cutscene <br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Version:''' 0.9.9<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players Review]'''<br />
<br />
'''Note:''' (Adamant14) The campaign did not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!<br />
<br />
<br />
=== A Song of Fire ===<br />
<br />
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''<br />
<br />
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''<br />
<br />
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''<br />
<br />
'''Author:''' revansurik<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 36 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Default+War of Legends<br />
<br />
'''Version:''' 0.3.3<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=38210<br />
<br />
<br />
=== Bad Moon Rising ===<br />
<br />
''An expedition to gather treasure from the cold north sets off compounding disaster.''<br />
<br />
'''Author:''' Doofus-01<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 20 scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Archaic Era<br />
<br />
'''Version:''' 1.5.8<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31348<br />
<br />
<br />
=== Birth of a Lich ===<br />
<br />
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios / 2 dialogue only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Human outlaws, dwarves, undead<br />
<br />
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]<br />
<br />
'''Version:''' 1.0.3<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37057<br />
<br />
<br />
=== Coming of the Storm ===<br />
<br />
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''<br />
<br />
'''Author:''' TrashMan<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 26 playable scenarios / 4 dialogue only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle, Dungeon<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Version:''' 1.2.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23361<br />
<br />
<br />
=== Legend of Far North ===<br />
<br />
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas<br />
<br />
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34769<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (4 chapters, 96 scenarios at the moment) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' WiP (but Part I might be considered complete)<br />
<br />
'''Length:''' 185 (+7 talk-only) scenarios at the moment<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''Version:''' 2.5.0<br />
<br />
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players Review]'''<br />
<br />
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).<br />
<br />
<br />
=== Rebellion in the North ===<br />
<br />
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again."<br />
<br />
'''Author:''' chak_abhi<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Large Battle<br />
<br />
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk<br />
<br />
'''Version:''' 1.1.12<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=33059<br />
<br />
<br />
=== Ruthless ===<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
== [[Guide_to_UMC_Campaigns/Players_Reviews|Player Reviews]] ==<br />
<br />
[[Category:Campaigns|*]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51361Player UMC Reviews2013-06-09T14:05:15Z<p>Taptap: /* Review by tribes55, dean */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Blueprint [add the name of the reviewed campaign here] ===<br />
==== Review by [add your name here] ====<br />
<br />
'''Tags:''' * describe the add-on using a few keywords<br />
<br />
'''Description:''' * a description of the important things in the add-on, like played faction, kind of enemies, gameplay style, difficulty, etc; should not be copying the author's description or contain too many spoilers<br />
<br />
'''Summary:''' * a ''subjective'' description of the things you liked and disliked about the add-on (and why you liked or disliked them), should also contain some kind of overall impression<br />
<br />
'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
<br />
'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
<br />
'''Story:''' * add your rating of the story's quality here (1-10)<br />
<br />
'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
<br />
'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
<br />
'''Player note:''' * add your overall rating here (1-10)<br />
<br />
'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
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<br />
<br />
<br />
<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
<br />
<br />
=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 7<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
<br />
'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
<br />
'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
<br />
'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
<br />
Player note: * <br />
Overall rating would be 8/10.<br />
<br />
=== Fate of a princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Guide to UMC Campaigns]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
Or maybe you don't want, or don't know how to edit the wiki page, then you can post your review also here. I will add it then to this page.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51360Player UMC Reviews2013-06-09T14:04:41Z<p>Taptap: move to proper place</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
<br />
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<br />
<br />
<br />
<br />
=== Blueprint [add the name of the reviewed campaign here] ===<br />
==== Review by [add your name here] ====<br />
<br />
'''Tags:''' * describe the add-on using a few keywords<br />
<br />
'''Description:''' * a description of the important things in the add-on, like played faction, kind of enemies, gameplay style, difficulty, etc; should not be copying the author's description or contain too many spoilers<br />
<br />
'''Summary:''' * a ''subjective'' description of the things you liked and disliked about the add-on (and why you liked or disliked them), should also contain some kind of overall impression<br />
<br />
'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
<br />
'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
<br />
'''Story:''' * add your rating of the story's quality here (1-10)<br />
<br />
'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
<br />
'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
<br />
'''Player note:''' * add your overall rating here (1-10)<br />
<br />
'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
<br />
<br />
<br />
<br />
<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
<br />
<br />
=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 7<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
==== Review by tribes55, dean ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
<br />
'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
<br />
'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
<br />
'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
<br />
Player note: * <br />
Overall rating would be 8/10.<br />
'''"Review by: * Tribes55, Dean."'''<br />
<br />
<br />
=== Fate of a princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Guide to UMC Campaigns]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
Or maybe you don't want, or don't know how to edit the wiki page, then you can post your review also here. I will add it then to this page.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51359Player UMC Reviews2013-06-09T13:25:38Z<p>Taptap: /* Review by taptap */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Blueprint [add the name of the reviewed campaign here] ===<br />
==== Review by [add your name here] ====<br />
<br />
'''Tags:''' * describe the add-on using a few keywords<br />
<br />
'''Description:''' * a description of the important things in the add-on, like played faction, kind of enemies, gameplay style, difficulty, etc; should not be copying the author's description or contain too many spoilers<br />
<br />
'''Summary:''' * a ''subjective'' description of the things you liked and disliked about the add-on (and why you liked or disliked them), should also contain some kind of overall impression<br />
<br />
'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
<br />
'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
<br />
'''Story:''' * add your rating of the story's quality here (1-10)<br />
<br />
'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
<br />
'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
<br />
'''Player note:''' * add your overall rating here (1-10)<br />
<br />
'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
<br />
<br />
<br />
<br />
<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
<br />
<br />
=== Antar, Son of Rheor ===<br />
==== Review by Dugi ====<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompleteness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream story-wise as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek heavy challenges or a deeper plot, this is not what you want.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 7<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
<br />
=== Fate of a princess ===<br />
==== Review by Paulomat4 ====<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
<br />
=== Invasion from the Unknown ===<br />
==== Review by Dugi ====<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
==== Review by Raijer ====<br />
'''Description''': A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
<br />
=== Panther Lord ===<br />
==== Review by taptap ====<br />
<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists he starts the quest to rescue his people. His friend the Panther spirit, to whom the campaign owes its name, always at his side, he is rallying troops and mercenaries around him, but soon he has to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Swamplings ===<br />
==== Review by Dunno ====<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
<br />
=== Talentless Mage ===<br />
==== Review by Dunno ====<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
<br />
<br />
=== The Library of Kratemaqht ===<br />
==== Review by Wesbane ====<br />
The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
==== Review by Dunno ====<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
==== Antar, Son of Rheor ====<br />
'''"Tags:"''' Adventurous,Intriguing<br />
<br />
'''"Description:"''' You play as a limited Loyalist faction, and are mainly fighting Undead, Orcish units and goblins. You have alliances with Dwarves and Elves.<br />
<br />
'''"Summary:"''' I liked how the campaign required thinking outside of the box, but I didn't like how on the first scenario there was VERY limited strategies you could use to win. Most scenarios are not like this in this campaign, though.<br />
<br />
'''"Surroundings:"''' Your surroundings are constantly changing, but the maps are always interesting and in some scenarios rewarding for exploring them. 8/10<br />
<br />
'''"Design:"''' The scenarios aren't repetitive and leave you wanting to play the next campaign. 8/10<br />
Story: Seeing as the story is what makes me want to play the campaign, and this one kept me to the very end of the currently limited scenarios I'd give it story a 8/10.<br />
<br />
'''"Fun:"''' * Very rarely was I bored. 7/10<br />
Replay value: * Some scenarios challenge you to do the Scenario in a more efficient way which would make me want to replay the campaign and see what I could do better this time. 7/10<br />
<br />
Player note: * <br />
Overall rating would be 8/10.<br />
'''"Review by: * Tribes55, Dean."'''<br />
<br />
== Back to Guide to UMC Campaigns ==<br />
* '''[http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Guide to UMC Campaigns]'''<br />
<br />
== Feedback Thread ==<br />
If you have criticism, ideas and suggestions then please post it in the feedback thread.<br />
<br />
Or maybe you don't want, or don't know how to edit the wiki page, then you can post your review also here. I will add it then to this page.<br />
* '''[http://forums.wesnoth.org/viewtopic.php?f=17&t=38946 Feedback Thread]'''</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51336Player UMC Reviews2013-06-06T09:44:04Z<p>Taptap: /* Review by taptap */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Blueprint ===<br />
<br />
'''Tags:''' * describe the add-on using a few keywords<br />
<br />
'''Description:''' * a description of the important things in the add-on, like played faction, kind of enemies, gameplay style, difficulty, etc; should not be copying the author's description or contain too many spoilers<br />
<br />
'''Summary:''' * a ''subjective'' description of the things you liked and disliked about the add-on (and why you liked or disliked them), should also contain some kind of overall impression<br />
<br />
'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
<br />
'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
<br />
'''Story:''' * add your rating of the story's quality here (1-10)<br />
<br />
'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
<br />
'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
<br />
'''Player note:''' * add your overall rating here (1-10)<br />
<br />
'''Review by:''' * add your name here<br />
<br />
'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
<br />
If you want to review a campaign that was already reviewed, edit the old one, trying to make some kind of synthesis from yours and the original one. Add things that weren't mentioned. Leave both opinions to things originally described from one side, many elements have their good sides and odd sides (for example, usage of a custom era usually means unusual units, but awful graphics). Remove only outdated elements. Ratings should be averaged. Add your name to the original reviewer's name.<br />
<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
<br />
=== Antar, son of Rheor ===<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompletedness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek challenges or a deeper plot, this is not what you want.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 7<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
''Review by Dugi''<br />
<br />
=== Fate of a princess ===<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
''Review by Paulomat4''<br />
<br />
=== Invasion from the Unknown ===<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''Description''': A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
''Review by Raijer''<br />
<br />
=== Panther Lord ===<br />
<br />
==== Review by taptap ====<br />
<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists together with his friend, the Panther spirit to whom the campaign owes its name, he starts on a quest to rescue his people. Rallying troops and mercenaries around him, he has soon to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugation. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Swamplings ===<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
''Review by Dunno''<br />
<br />
=== Talentless Mage ===<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
''Review by Dunno''<br />
<br />
=== The Library of Kratemaqht ===<br />
<br />
'''Review:''' General: The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Review by:''' Wesbane<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
''Review by Dunno''<br />
<br />
== [http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Back to Guide to UMC Campaigns] ==</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51335Player UMC Reviews2013-06-06T09:42:13Z<p>Taptap: add review, remove some misleading intro from parent page</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns. Please edit, it is a wiki.''<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Blueprint ===<br />
<br />
'''Tags:''' * describe the add-on using a few keywords<br />
<br />
'''Description:''' * a description of the important things in the add-on, like played faction, kind of enemies, gameplay style, difficulty, etc; should not be copying the author's description or contain too many spoilers<br />
<br />
'''Summary:''' * a ''subjective'' description of the things you liked and disliked about the add-on (and why you liked or disliked them), should also contain some kind of overall impression<br />
<br />
'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
<br />
'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
<br />
'''Story:''' * add your rating of the story's quality here (1-10)<br />
<br />
'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
<br />
'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
<br />
'''Player note:''' * add your overall rating here (1-10)<br />
<br />
'''Review by:''' * add your name here<br />
<br />
'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
<br />
If you want to review a campaign that was already reviewed, edit the old one, trying to make some kind of synthesis from yours and the original one. Add things that weren't mentioned. Leave both opinions to things originally described from one side, many elements have their good sides and odd sides (for example, usage of a custom era usually means unusual units, but awful graphics). Remove only outdated elements. Ratings should be averaged. Add your name to the original reviewer's name.<br />
<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
<br />
=== Antar, son of Rheor ===<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompletedness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek challenges or a deeper plot, this is not what you want.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 7<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
''Review by Dugi''<br />
<br />
=== Fate of a princess ===<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
''Review by Paulomat4''<br />
<br />
=== Invasion from the Unknown ===<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''Description''': A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
''Review by Raijer''<br />
<br />
=== Panther Lord ===<br />
<br />
==== Review by taptap ====<br />
<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists together with his friend, the Panther spirit to whom the campaign owes its name, he starts on a quest to rescue his people. Rallying troops and mercenaries around him, he has soon to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugution. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. I omit the numbers, but this campaign is certainly recommended.<br />
<br />
=== Swamplings ===<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
''Review by Dunno''<br />
<br />
=== Talentless Mage ===<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
''Review by Dunno''<br />
<br />
=== The Library of Kratemaqht ===<br />
<br />
'''Review:''' General: The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Review by:''' Wesbane<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
''Review by Dunno''<br />
<br />
== [http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Back to Guide to UMC Campaigns] ==</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Player_UMC_Reviews&diff=51334Player UMC Reviews2013-06-06T09:40:51Z<p>Taptap: /* Swamplings */</p>
<hr />
<div>''This is a place where you can add your reviews for the current (1.10.x/1.11.x) UMC campaigns.<br />
It aims to provide all the information not only about the story, but also about completion, difficulty and playing style of the campaign.<br />
Please edit, it is a wiki.''<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Blueprint ===<br />
<br />
'''Tags:''' * describe the add-on using a few keywords<br />
<br />
'''Description:''' * a description of the important things in the add-on, like played faction, kind of enemies, gameplay style, difficulty, etc; should not be copying the author's description or contain too many spoilers<br />
<br />
'''Summary:''' * a ''subjective'' description of the things you liked and disliked about the add-on (and why you liked or disliked them), should also contain some kind of overall impression<br />
<br />
'''Surroundings:''' * add your rating of the visual part of the add-on here (1-10)<br />
<br />
'''Design:''' * add your rating of the general quality of scenarios here (1-10)<br />
<br />
'''Story:''' * add your rating of the story's quality here (1-10)<br />
<br />
'''Fun:''' * add your rating how much enjoyment did this add-on bring to you here (1-10)<br />
<br />
'''Replay value:''' * add your rating about your tendency to play this add-on again here (1-10)<br />
<br />
'''Player note:''' * add your overall rating here (1-10)<br />
<br />
'''Review by:''' * add your name here<br />
<br />
'''Link to review:''' * if you copied the review from the forums then add the related link here<br />
<br />
If you want to review a campaign that was already reviewed, edit the old one, trying to make some kind of synthesis from yours and the original one. Add things that weren't mentioned. Leave both opinions to things originally described from one side, many elements have their good sides and odd sides (for example, usage of a custom era usually means unusual units, but awful graphics). Remove only outdated elements. Ratings should be averaged. Add your name to the original reviewer's name.<br />
<br />
== Battle for Wesnoth UMC campaign / reviews ==<br />
<br />
''Reviews for Campaigns available in the 1.10.x stable and 1.11.x development versions.''<br />
<br />
=== Antar, son of Rheor ===<br />
'''Tags:''' loyalists, skirmish, dungeon<br />
<br />
'''Description:''' A noble's property is attacked by undead, and he has to retaliate in order to stop the undead peril. In his journey, he passes through many other settlements, some of them are attacked by the undead too, some are just naturally hostile, some are corrupted by the promise of immortality the undeath brings and send undead legions to fight him. All of them seem to be just minions of a stronger force, but before he is reached, the end of completed part is here. 9 out of intended 17 scenarios complete.<br />
<br />
'''Summary:''' The scenarios are designed very well, assuring that you will not get bored. Many events take place in the middles of scenarios, making scenarios less usual and different from others. Although this is a nice feature, you are frequently surprised by many elements you cannot expect and it breaks planning. There are a few special units, who have special AMLA or some special abilities, that have an unusual and very practical use on the battlefield. It is balanced quite well despite its incompletedness. The story didn't impress me, though. It is very usual, a group of loyalists going to stop a rise of a lich lord whose dreams of conquest are a endangering anyone is classic. Do not expect anything from minor events neither, the encounters in scenarios are pretty mainstream as well. Unexpected end in the middle of campaign is a really unpleasant surprise too. There is a little need to replay it, because you will know what will happen, and many of these encounters are easy with proper recruits, but maybe a few years will provide a decent amnesia for that. For short, it is a campaign strongly focusing on interesting gameplay, but if you seek challenges or a deeper plot, this is not what you want.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 6<br />
<br />
'''Fun:''' 7<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 8 (if I forget the missing end, and assume that these scenarios are like the existing ones)<br />
<br />
''Review by Dugi''<br />
<br />
=== Fate of a princess ===<br />
'''Tags:''' elves, rogues, riders, skirmish, dungeon, RPG<br />
<br />
Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the kings justice. The barons deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.<br />
Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldreds daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...<br />
<br />
'''Summary:''' Nice story, which is composed of two parts. In the first part you mainly fight with bandit knights, and often have to rush from one point to another. in the second part, gameplay consists of elves, and various other races like drakes or saurians or dwarves. You will fight various races in the first part, and mostly orcs in the second. The campaign feature many custom units, and some your heroes will even have AMLA advancements. Also you will be able to collect many items through the campaign, which may cause some units to be overpowered but this is also bound to storyline reasons. The story reveals a lot about the northlands and their different factions.<br />
<br />
'''Surroundings:''' 8<br />
<br />
'''Design:''' 9<br />
<br />
'''Story:''' 7<br />
<br />
'''Fun:''' 9<br />
<br />
'''Replay value:''' 8<br />
<br />
'''Player Note:''' 8<br />
<br />
''Review by Paulomat4''<br />
<br />
=== Invasion from the Unknown ===<br />
'''Tags:''' elves, undead, skirmish, dungeon, puzzle<br />
<br />
'''Description:''' Starting with usual elves in forests and deserts, quickly adding the undead faction in a battle against several custom factions, evil human army, mysterious Verlissh, sinister demons, robotic automatons and dreadful, biomechanic Shaxtrals, that progresses through caves and steppes into the mysterious Dark Hive, where the Shadow Master dwells. 30 scenarios. Complete.<br />
<br />
'''Summary:''' This campaign has a good and interesting story, enough long to develop an army of recalls an use it well. You will encounter many new kinds of enemies, assuring that you will never get bored, even if you aren't a fan of the default era. Its gameplay is unique in many ways, frequently, the enemies are just coming, and you have to pass through the area instead of defeating some leader. Another speciality are boss fights, when you can defeat a boss only using some special technique. The campaign is also balanced pretty well, easy difficulty is to enjoy the story, hard difficulty is really challenging.<br />
However, almost all new units lack animations of any kind, that harms the visual part of this add-on. Also, some elements of the storyline are too exaggerated. But these little problems will not spoil anything.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 10<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
'''Replay value:''' 7<br />
<br />
'''Player Note:''' 10<br />
<br />
''Review by Dugi''<br />
<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''Description''': A huge campaign that will be 10 chapters long (9 chapters currently), and will have more than 200 scenarios. This campaign follows 2 heroes that find a way to eternal life, going through times, before and after the Fall, and witnessing some of the most important events in Wesnoth's history, like the raise of the second sun.<br />
<br />
The player will be able to use humans, elves, but also undead and some special units, and will fight against basically anything you can imagine, going from orcs to demons and passing by some robots. It includes an item system, with enemy drops, crafting and gears, giving additions to units' normal attacks. The history permits to get a huge recall list, with level 4 units in the main races used and new AMLAs possibilities.<br />
<br />
'''Summary''': This campaign has a really long story, which explains some of Wesnoth's history that wasn't talked much about in other campaigns. Despite its length, it actually never gets boring because the story is well-done, stays really coherent, but also because of the scenarios' diversity, having huge battles but also some dungeons, and special objectives. I really like how this campaign makes a mix of Wesnoth's turn-based system and the basic RPG's system, like spells, items, crafting and more… But also because it creates new strategies that can't be found in normal campaigns, thanks to the item system and AMLAs that weren't really used in other campaigns, while keeping Wesnoth's basic way of playing. The difficulty is pretty much standard, as easy being easy for everyone, and hard being really hard and most likely a huge tactical challenge. Though some scenarios in normal can be seen as really easy or really hard.<br />
<br />
I'm really happy about this campaign because it permits to personalize your units depending on what you want them to be able to do with the AMLAs, but also with the huge item bank. I also liked the story, because i don't like how some part in Wesnoth's history are left unexplained, and this campaign goes through Irdya's history, filling some blanks. Finally, i would like to say that this campaign can be played again and again, as there are some secret scenarios, but also infinite possibilities with the items and AMLAs, which make each time completely different.<br />
<br />
The bad sides: the item inventory is slow (seems like it will be fixed), can be really annoying in the later parts. The leaders can seem overpowered to unacquainted players though it changes as you advance. The balance isn't complete yet, but it most likely will be done as soon as the story itself is finished. There still are some bugs around, but none that stops from playing as far as i know.<br />
And last, big problem: THERE'S ONLY 1 CHAPTER LEFT BEFORE THE STORY ENDS!<br />
<br />
'''Surroundings''': 7<br />
<br />
'''Design''': 7<br />
<br />
'''Story''': 10<br />
<br />
'''Fun''': 10<br />
<br />
'''Replay value''': 9<br />
<br />
'''Player note''': 10<br />
<br />
''Review by Raijer''<br />
<br />
=== Panther Lord ===<br />
<br />
==== Review by taptap ====<br />
<br />
Panther Lord is one of my favourite campaigns and on higher difficulties one of the most challenging. Unlike many campaigns with an anticlimactic end (Northern Rebirth, Heir to the Throne etc.) it is unrelenting from start until the end (I suffered more than 140 casualties during its 14 scenarios). Velensk is a good player and it shows. <br />
<br />
This is the showcase campaign for the Era of Four Moons, while Salt Wars is a short and much easier introduction. The Era itself is well balanced, with many novel ideas and no elves. Admittedly, at first I shuddered at the idea of playing "half-naked wild with dark-coloured sprites" - I was quite troubled that it might be a collection of racist stereotypes, but playing with it, it certainly didn't feel so. (Much better indeed than the typical association of orcs in Tolkien-esque fantasy with mongols / turks.) There aren't only tribal Darklanders and Highlanders, but Sea States and Imperialists as well. Each of them plays very differently, none of them is depicted as timeless or "always chaotic evil", even the Imperialists, the enemies in the campaign, get the opportunity to declare themselves. It certainly benefits from the background world (IALFA developed by the maintainer of the campaign) even if you only see a glimpse of it. <br />
<br />
The hero of the campaign is a mercenary outcast of his own Darklander civilization. When learning about plans to raze and colonize the jungles of his people by the imperialists together with his friend, the Panther spirit to whom the campaign owes its name, he starts on a quest to rescue his people. Rallying troops and mercenaries around him, he has soon to realize that change is inevitable. Changing their ways they may have hope to withstand or else they will be changed by force and subjugution. But how to convince his own people when he is an upstart at best, a traitor and spirit-friend at worst?<br />
<br />
The campaign features small scale to a few large scale battles and puts different territory to good use encouraging the use of mercenaries and different unit types. While the campaign is centered around Darklanders, the player has the choice of hiring (and recalling) a limited amount of highly useful mercenaries of the other factions of the Era. I leave the numbers, but this campaign is certainly recommended.<br />
<br />
=== Swamplings ===<br />
'''Description:''' Swamplings is the name of goblin tribe living in swamps, banished by orcs. In an unfortunate turn of events, those goblins get tangled up in human affairs and must fight for their very survival. The player also learns how goblins started riding wolves.<br />
<br />
'''Summary:''' It's a decent, finished and stable campaign with interesting plot. There are many humorous scenes and some serious ones, there are standard battle scenarios and various original missions. There are also some high quality custom sprites, and maps are very good as well. It won't make your jaw drop, however, it's just a modest, enjoyable campaign.<br />
<br />
'''Surroundings:''' 7<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 8<br />
<br />
'''Fun:''' 9<br />
<br />
''Review by Dunno''<br />
<br />
=== Talentless Mage ===<br />
'''Description:''' A humorous story about a mage who managed to learn only one spell in his life and who takes command of N.O.O.B.S. (Noticeably - Optimal - Outstanding - Brilliant - Soldiers) squad. N.O.O.B.S. advance through amla with basic options like melee attack, melee damage etc. <br />
<br />
'''Summary:''' this here is Wesnoth parody at its best. The campaign mocks the common cliches in Wesnoth campaigns and overused events, like loyal units coming out of villages, random magical items scattered around the map and low quality frankensprites. Very absurd and pythonesque at times, you will keep smiling and laughing through the whole story.<br />
<br />
'''Surroundings:''' 6<br />
<br />
'''Design:''' 8<br />
<br />
'''Story:''' 9<br />
<br />
'''Fun:''' 10<br />
<br />
''Review by Dunno''<br />
<br />
=== The Library of Kratemaqht ===<br />
<br />
'''Review:''' General: The campaign is about genesis, course and outcome of civil war in empire of Anaktoron.<br />
Surroundings:<br />
The way campaign looks. How it feels and uses game engine is simply amazing and unseen before.<br />
Maps are nicely done although many parts of a map serve for story (decorative) purpose only what is not always good. You will travel through wealthy and populous kingdom which is torn apart by war. To create this impression in most of maps there is a lot of villages and they are placed in large groups, but map look doesn't suffer from it. More over you can feel destruction in game world as never before. Campaign features custom burning houses which are not only mere visual effect but have impact on battle course.<br />
It is one of most cinematic campaigns if not the most. Cutscenes are packed with action and take place in several locations. Also game transition fluently into cutscene and cutscene into game. What makes it even more interesting since you will never know is it just a cutscene?<br />
In terms of visual effects it also features the best epilogue ever.<br />
As it was not enough you can experience a true wesnoth dragon. It is so unusual that it need separate mention.<br />
Dragon is fully animated and have some nice custom sounds. Some of it animations are purely character play. Like roar and feasting. And last, but not least it preserves original wesnoth dragon concepts. It attacks with fangs and tail. Although it primary weapon is ranged magical fire breath which works as AoE attack when used offensively. There is one little bug with its animation, but it can't be noticed during playing it anyway.<br />
In short this campaign surely establish new standards for wesnoth in department of visuals.<br />
Design:<br />
Scenarios design is good. All levels are playable. Objectives are clearly formed, so it is known most of the time what to do. There are several minor bugs and one bigger that affects game to some degree. However they do not make impossible to play and enjoy campaign.<br />
Campaign is using default units although sometimes with unusual traits and abilities. Custom units are also present, but only as much as they are needed. Which is a great thing since it proves designer skill at using available resources. Beside that I really can't stand campaigns introducing many user made units.<br />
I liked much idea of premagic era and weakened magic users. Unfortunately any extra mages aren't useful since you have already better characters of this class. In fact after my recall list was cleaned up after Jevyans Return I never bothered to recruit them again.<br />
Gold carryover system is custom which is not a good choice for classic style adventure. Twenty percent instead of forty. Most probably this is caused by slightly overpopulated maps. Campaign is very easy, except two scenarios: Refugees and Loyalty's Cruel Reward. There is no moderately difficult scenarios. The huge difference between average level difficulty and hardest level is just to big. Most difficult scenarios are Refugees and Loyaltys Cruel Reward.<br />
Story:<br />
Amount of delivered information is enough. Writing style is good. Beginning is terrific. Switching between protagonists is cool, and quite innovative idea. Overall concept is nicely executed and creator skillfully merged a lot of facts from mainline into own story. To fully appreciate this playing The Rise of Wesnoth is recommended. However ending I found disappointing. It seemed rushed and unconvincing. Also few details don't match to reality of Irdya.<br />
Fun:<br />
Campaign is definitely entertaining. Well done battles. Good dialog. And full of fresh ideas. You can play as good and bad in a single campaign! Although I have nothing against being awesome most of the time enemies fell way to easily to my taste.<br />
Replay value:<br />
Campaign is nicely done and straight forward. Although there is nothing that would reject you from playing it again, there is nothing that would encourage you to do that either. No hidden secrets, no tactical challenges, no extra levels. No satisfying ending.<br />
<br />
Summary:<br />
Overall it is well made, really great, easy campaign suitable for beginners with story explaining some events from The Rise of Wesnoth. Bringing new standards in design, especially visual ones. It story is shown from several angles what is unique feature, but unfortunately potential of this solution wasn't used at all. If you are looking for deep plot, and tactical challenge you won't find it here.<br />
<br />
'''Surroundings: 10<br />
<br />
'''Design: 6<br />
<br />
'''Story: 7<br />
<br />
'''Fun: 7<br />
<br />
'''Replay value: 5<br />
<br />
'''Campaign score: 7<br />
<br />
'''Player note: 8<br />
<br />
'''Review by:''' Wesbane<br />
<br />
'''Link to review:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37798&start=45#p551674]<br />
<br />
<br />
=== To Lands Unknown ===<br />
'''Description:''' This campaign tells about Mehir, a Summoner, who's working on a great quest of making the biggest magical circle ever made. If he and other summoners succeed, activating the circle will bring them to the Abyss, the lands unknown.<br />
<br />
'''Summary:''' The main idea behind this campaign and the Era of Magic (used by To Lands Unknown) is to take Wesnoth graphics to an entirely new level. Maps are no longer simple, repetitive hexes, instead many maps are absolutely mindblowing landscapes. In addition, all units are well made and animated. The story and gameplay, however, could have been done better. The campaign is quite long, and at times battles get boring.<br />
<br />
'''Surroundings:''' 10<br />
<br />
'''Design:''' 7<br />
<br />
'''Story:''' 5<br />
<br />
'''Fun:''' 6<br />
<br />
''Review by Dunno''<br />
<br />
== [http://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Campaigns Back to Guide to UMC Campaigns] ==</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=48348Guide to UMC Content2013-01-14T08:57:26Z<p>Taptap: /* Elvish Dynasty RPG */</p>
<hr />
<div>''This is a guide to the current (1.10.x/1.11.x) UMC campaigns for players. It aims to provide all the information not only about the story, but also about completion, difficulty and playing style of the campaign. See http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 for further information, for currently non-available UMC-content please refer to http://forums.wesnoth.org/viewtopic.php?f=8&t=36733. Please edit, it is a wiki.''<br />
<br />
=== Blueprint ===<br />
<br />
'''Status:'''<br />
* Broken = Does not work at all<br />
* Incomplete = Partially written, no progress<br />
* WIP = Partially written, progress<br />
* Complete = Completely written, but buggy as well as potential balance issues.<br />
* Finished = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
'''Length:'''<br />
<br />
'''Author:'''<br />
<br />
'''Maintainer:''' if not maintained by the author anymore.<br />
<br />
'''Description:'''<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:'''<br />
<br />
'''Difficulty:'''<br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
* Unbalanced = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erraticly from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
* Easy<br />
* Normal<br />
* Hard<br />
<br />
'''Style:''' <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
* Skirmish = small to medium sized armies, your standard Wesnoth gameplay<br />
* Dungeon = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
* RPG = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
* Survival = being exposed to changing, spawning enemies while remaining on the same map<br />
* Large Battle = Eastern Flank in Northern Rebirth, Civil War in Son of the Black-Eye<br />
* Simulation = campaigns feat. terrain modification, alternative resources<br />
* Boss battle = a recurring feature of Invasion of the Unknown<br />
<br />
'''Faction/Era:'''<br />
<br />
* Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
'''Custom units:'''<br />
<br />
* Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
'''Forum:'''<br />
<br />
* Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.10.x - stable ==<br />
<br />
''Campaigns available in the 1.10.x stable version.''<br />
<br />
=== Aldur The Great ===<br />
<br />
''This is a story about Aldur the Great.''<br />
<br />
'''Author:''' pintercsabi<br />
<br />
'''Status:''' Complete, but unbalanced<br />
<br />
'''Length:''' 5 playable scenarios<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Version:''' 1.2.2<br />
<br />
'''Forum:''' -<br />
<br />
'''Note:''' (Adamant14) Short unbalanced campaign, maybe abandoned. You fight with Peasants, Ruffians and Woodsman against Orcs<br />
<br />
=== Alfhelm the Wise ===<br />
<br />
''This is the tale of Alfhelm, called by some the Wise, son of Alfric Conqueror. This is the tale of his victories over his enemies, and his rise to power in the clans of Marauderdom. This is the tale of his journey south and his destruction of the Lavinian Empire. And this is the tale of his demise in the dark forests far to the east of his homeland.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 15 gameplay scenarios <br />
<br />
'''Difficulty:''' Moderate<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Marauders.<br />
<br />
'''Version:''' 0.6.0<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=17144<br />
<br />
[Maintainers Note: Though this campaign is complete and playable the whole way through, the code is four years old and pretty buggy. If you notice any errors while playing, please let me know and I'll incorporate the fixes into my next revision as soon as possible.]<br />
<br />
=== Antar, Son of Rheor ===<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 9 playable scenarios / 1 cutscene<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Version:''' 0.9.2a<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
=== A Story of the Northlands ===<br />
<br />
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''<br />
<br />
'''Author:''' zepko<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''<br />
<br />
'''Version:''' 0.2.0<br />
<br />
=== A Vision Blinded ===<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' AxalaraFlame<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Version:''' 0.6.6<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
=== Besieged Druids ===<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Version:''' 1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
=== Cities of the Frontier ===<br />
<br />
''Settle a new town in the wilds north of the Great River.''<br />
<br />
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''<br />
<br />
'''Author:''' esci<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Simulation, Survival<br />
<br />
'''Faction/Era:''' Default, Loyalist<br />
<br />
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''<br />
<br />
'''Version:''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36004<br />
<br />
=== Considerate Dead ===<br />
<br />
''As the wind goes on and on, people discover necromancer aren't always bad. Made by tribes45 - No scenarios are done, 4 playable out of ??.''<br />
<br />
'''Author:''' tribes45 aka tribes55<br />
<br />
'''Status:''' Incomplete, unbalanced, abandoned<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default<br />
<br />
'''Version:''' .009<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36522<br />
<br />
=== Count Kromire ===<br />
<br />
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Maintainer:''' currently none<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Myths, Vampires<br />
<br />
'''Version:''' 1.3.2<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=21560<br />
<br />
=== The Dark Hordes ===<br />
<br />
'''Status:''' Incomplete/WIP<br />
<br />
'''Length:''' 11/?<br />
<br />
'''Author:''' Circon<br />
<br />
'''Maintainer:''' Various<br />
<br />
'''Description:''' Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:'''<br />
<br />
'''Difficulty:'''<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default undead<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''<br />
<br />
'''Walkthrough:''' [[TheDarkHordes]]<br />
<br />
'''Forum:''' [[http://forums.wesnoth.org/viewtopic.php?f=8&t=16576&]]<br />
<br />
=== The Earth's Gut ===<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' Incomplete<br />
<br />
'''Length:''' 21 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon<br />
<br />
'''Faction/Era:''' Default, dwarves.<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Version:''' 0.2.11<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note:''' This campaign is a "Dwarvish dungeon crawler" and is intended to be challenging for experienced players on hard whilst suitably easy on easy.<br />
<br />
=== Elvish Dynasty RPG ===<br />
<br />
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''<br />
<br />
''Sequel to Ooze Mini-Campaign''<br />
<br />
'''Author:''' spencelack<br />
<br />
'''Maintainer:''' Wesbane<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Version:''' 0.9.9b<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=28627<br />
<br />
=== The Epic of Vaniyera ===<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.) <br />
<br />
[Maintainers note: Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
=== Fall of Silvium ===<br />
<br />
''You are Caius Regilius, Tribune of the province of Silvia, located in the northmost reaches of the Lavinian Empire at the height of its power. But the Empire has overextended itself, The city of Silvium lies seperated from the rest of the Empire by the mountains of Arendia, and is sandwiched between the Marauders and the Sidhe... war is inevitable, and the province of Silvia will almost certainly fall.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8 scenarios<br />
<br />
'''Difficulty:''' Medium<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Lavinian Legion.<br />
<br />
'''Version:''' 0.6<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&t=24356<br />
<br />
[Note: The final level of this campaign is not supposed to be winnable. It's a final blaze of glory and chance to use all your high-powered units, but to 'win' the campaign, you must lose...the ending is similar to a certain mainline campaign, but predates it.]<br />
<br />
=== The Fall of Wesnoth ===<br />
<br />
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''<br />
<br />
'''Author:''' Pewskeepski<br />
<br />
'''Status:''' 1st part complete, 2nd WIP.<br />
<br />
'''Length:''' 10 playable scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Outlaws<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''<br />
<br />
'''Version:''' 1.0.8<br />
<br />
=== Fate of a Princess ===<br />
<br />
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''<br />
<br />
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''<br />
<br />
'''Author:''' SkyOne, mich, simonsmith<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.<br />
<br />
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''<br />
<br />
'''Version:''' 0.9.17<br />
<br />
'''Required Wesnoth version:''' 1.9.12 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26327<br />
<br />
=== Forgotten Kingdom ===<br />
<br />
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''<br />
<br />
'''Author:''' Limabean<br />
<br />
'''Maintainer:''' Chrysophylax<br />
<br />
'''Status:''' Incomplete ( but all scenarios playable and balanced )<br />
<br />
'''Length:''' 9 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Goblins, Trolls<br />
<br />
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''<br />
<br />
'''Version:''' 0.1.7<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23483<br />
<br />
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, I hope Limabean and/or Chrysophylax will finish it.<br />
<br />
=== Forward they Cried ===<br />
<br />
''You are the leader of an advanced detachment that has been tasked with capturing a bridgehead while the main army prepares to attack. It should be a simple enough assignment.''<br />
<br />
'''Author:''' Glowing Fish<br />
<br />
'''Maintainer:''' Lord-Knightmare <br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 scenario ( rather a single scenario than a campaign )<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default Loyalists<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23656&p=350126&hilit=forward+they+cried#p350126<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Note:''' (Adamant14) Only a single scenario, but a great scenario.<br />
(UnwiseOwl) You wouldn't want to stop thinking for a turn, and it's good for the first few turns, but this one leaves me wanting more.<br />
<br />
=== The Founding of Borstep ===<br />
<br />
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!'' <br />
<br />
'''Author:''' Beetlenaut<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 and 1 dialogue only<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Northerners<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''<br />
<br />
'''Version:''' 1.1.1b<br />
<br />
''Note(Kanzil): I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.''<br />
<br />
''Note(beetlenaut--author): In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I '''hope''' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.''<br />
<br />
=== Galuldur's First Journey ===<br />
<br />
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8-9 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31895<br />
<br />
=== Grnk the Mighty ===<br />
<br />
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life. When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined. He also discovers that he is no ordinary goblin. Follow Grnk the Frail on his path to becoming Grnk the Mighty.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Part I complete<br />
<br />
'''Length:''' 13 scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Default, changing (no standard army building gameplay)<br />
<br />
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''<br />
<br />
'''Version:''' 1.0.5<br />
<br />
'''Required Wesnoth version:''' 1.9.5 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34970<br />
<br />
=== Invasion from the Unknown ===<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
'''Version:''' 1.90.6<br />
<br />
''Note (taptap): Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.''<br />
<br />
=== Langrisser Sample Campaign ===<br />
<br />
''The Imperial Knights of the Rayguard Empire have disrupted the peace of the village that was Hein's hometown, seeking only a girl named Liana. Fight to rescue Liana.''<br />
<br />
'''Author:''' Morath<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 1 playable scenario<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Version:''' 0.1.0.5<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36417&hilit=Langrisser<br />
<br />
'''Wikipedia:''' [http://en.wikipedia.org/wiki/Langrisser What is Langrisser]<br />
<br />
'''Note:''' (Adamant14) Single scenario, different from usual Wesnoth behaviour.<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their human appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (3 chapters, 46 scenarios at the moment) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and cleaned from the evil within them. But the evil from inside them continued to exist, and started a skirmish to conquest the world. Stopping the skirmish caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' WiP (but Part I might be considered complete)<br />
<br />
'''Length:''' 135 (+6 talk-only) scenarios at the moment<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''Version:''' 2.4.0<br />
<br />
''Note: The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).''<br />
<br />
=== The Library of Kratemaqht ===<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
=== Panther Lord ===<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
=== Return of the Monster ===<br />
<br />
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''<br />
<br />
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''<br />
<br />
'''Author:''' SkyOne<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 16 playable, 2 dialog scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).<br />
<br />
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''<br />
<br />
'''Version:''' 0.7.1<br />
<br />
'''Required Wesnoth version:''' 1.10.x<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36438<br />
<br />
=== Return to Noelren ===<br />
<br />
'''Status:''' Complete.<br />
<br />
'''Length:''' 26 scenarios + 7 cut scenes<br />
<br />
'''Author:''' Pyrophorus<br />
<br />
'''Description:''' ''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''<br />
<br />
'''Version: ''' 0.7<br />
<br />
'''Requirements:''' BfW 1.10 (not tested on 1.11)<br />
<br />
'''Difficulty:''' Easy, unbalanced<br />
<br />
'''Style:''' Skirmish, RPG, Large Battle, Simulation<br />
<br />
'''Faction/Era:''' Default + custom units<br />
<br />
'''[http://units.wesnoth.org/1.10/ReturnToNoelren/en_US/ReturnToNoelren.html Custom Units]'''<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34685#p501026<br />
<br />
=== Return to Ruins ===<br />
<br />
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''<br />
<br />
'''Author:''' Ulfsark (Jeff Stevens)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Easy,Normal,Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default,(Loyalists, Outlaws)<br />
<br />
'''Version:''' 0.5.0<br />
<br />
'''Required Wesnoth version:''' 1.10.x <br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37790&sid=9059f18497cda1219f42a626544d0ffd&p=540646#p540646<br />
<br />
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
=== The Roar of the Woses ===<br />
<br />
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''<br />
<br />
'''Author:''' Alarantalara<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 10-11 scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)<br />
<br />
'''Version:''' 1.2.7<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=29830<br />
<br />
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.<br />
<br />
=== Salt Wars ===<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Version:''' 0.2.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
=== The Sojournings of Grog ===<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
'''Version:''' 3.0.1<br />
<br />
=== Unlikely Alliance ===<br />
<br />
''Play as the members of an alliance between the elves, drakes, and undead after the Fall of Wesnoth.''<br />
<br />
'''Author:''' Creativity<br />
<br />
'''Status:''' Broken ( Abandoned )<br />
<br />
'''Length:''' 2 broken scenarios<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' -<br />
<br />
'''Faction/Era:''' -<br />
<br />
'''Version:''' 0.1<br />
<br />
'''Forum:''' -<br />
<br />
'''Note:''' (Adamant14) Did not work at all. Seems abandoned.<br />
<br />
=== Up from Slavery ===<br />
<br />
''The Orcei are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' UnwiseOwl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)<br />
<br />
'''Faction/Era:''' Imperial Era, Orcei Gladiatores<br />
<br />
'''Version:''' 0.6.0<br />
<br />
[Maintainer's Note: At some point, I am intending to completely re-work this campaign to be a multi-player campaign, with one side led by Sparxus and one by Gravirivus. If anyone would like to take this on or has ideas for how to accomplish this, let us know. Nevertheless, its playable as a single player campaign now with some nice ideas that could be developed further.]<br />
<br />
=== Way of Dragon ===<br />
<br />
''The story of what might happen if a person against his will transform into a dragon...''<br />
<br />
'''Author:''' DrakeDragon<br />
<br />
'''Status:''' Complete <br />
<br />
'''Length:''' 7 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish/RPG<br />
<br />
'''Faction/Era:''' Default Loyalists<br />
<br />
'''Version:''' 1.2.0<br />
<br />
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&t=37876 Wesnoth Forum] [http://uporoom.ru/index.php/topic,179.0.html Russian Forum]<br />
<br />
'''Note:''' (Adamant14) Promising short campaign, you play with just a few units.<br />
<br />
== Battle for Wesnoth 1.11.x - development ==<br />
<br />
''Campaigns available in the 1.11.x development version.''<br />
<br />
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''<br />
<br />
=== Antar, Son of Rheor ===<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 9 playable scenarios / 1 cutscene <br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)<br />
<br />
'''Version:''' 0.9.2b<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their human appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (3 chapters, 46 scenarios at the moment) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and cleaned from the evil within them. But the evil from inside them continued to exist, and started a skirmish to conquest the world. Stopping the skirmish caused an even worse disaster...''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' WiP (but Part I might be considered complete)<br />
<br />
'''Length:''' 135 (+6 talk-only) scenarios at the moment<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level<br />
<br />
'''Version:''' 2.4.0<br />
<br />
''Note: The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).''<br />
<br />
=== Ruthless ===<br />
<br />
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.<br />
(Beginner level, 10+ fights).''<br />
<br />
'''Author:''' homunculus<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 12 playable scenarios + 5 cutscene scenarios<br />
<br />
'''Difficulty:''' Normal <br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default (Orcs)<br />
<br />
'''Version:''' 1.0.4<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37874<br />
<br />
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.<br />
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.<br />
<br />
<br />
[[Category:Campaigns|*]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=47741Guide to UMC Content2012-11-03T10:51:32Z<p>Taptap: </p>
<hr />
<div>''This is a guide to the current (1.10.x/1.11.x) UMC campaigns for players. It aims to provide all the information not only about the story, but also about completion, difficulty and playing style of the campaign. See http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 for further information, for currently non-available UMC-content please refer to http://forums.wesnoth.org/viewtopic.php?f=8&t=36733. Please edit, it is a wiki.''<br />
<br />
=== Blueprint ===<br />
<br />
'''Status:'''<br />
* Broken = Does not work at all<br />
* Incomplete = Partially written, no progress<br />
* WIP = Partially written, progress<br />
* Complete = Completely written, but buggy as well as potential balance issues.<br />
* Finished = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
'''Length:'''<br />
<br />
'''Author:'''<br />
<br />
'''Maintainer:''' if not maintained by the author anymore.<br />
<br />
'''Description:'''<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:'''<br />
<br />
'''Difficulty:'''<br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
* Unbalanced = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erraticly from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
* Easy<br />
* Normal<br />
* Hard<br />
<br />
'''Style:''' <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
* Skirmish = small to medium sized armies, your standard Wesnoth gameplay<br />
* Dungeon = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
* RPG = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
* Survival = being exposed to changing, spawning enemies while remaining on the same map<br />
* Large Battle = Eastern Flank in Northern Rebirth, Civil War in Son of the Black-Eye<br />
* Simulation = campaigns feat. terrain modification, alternative resources<br />
* Boss battle = a recurring feature of Invasion of the Unknown<br />
<br />
'''Faction/Era:'''<br />
<br />
* Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
'''Custom units:'''<br />
<br />
* Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.<br />
<br />
'''Forum:'''<br />
<br />
* Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.10.x - stable ==<br />
<br />
''Campaigns available in the 1.10.x stable version.''<br />
<br />
=== A Story of the Northlands ===<br />
<br />
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''<br />
<br />
'''Author:''' zepko<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 playable scenarios + 1 dialog-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.<br />
<br />
'''Version:''' 0.2.0<br />
<br />
=== A Vision Blinded ===<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Version:''' 0.6.6<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
=== Antar, Son of Rheor ===<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 8 playable scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists (feat. fencer as main hero + various allies)<br />
<br />
'''Version:''' 0.8.25a<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
=== Besieged Druids ===<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Version:''' 1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
=== Cities of the Frontier ===<br />
<br />
''Settle a new town in the wilds north of the Great River.''<br />
<br />
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''<br />
<br />
'''Author:''' esci<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Simulation, Survival<br />
<br />
'''Faction/Era:''' Default, Loyalist<br />
<br />
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''<br />
<br />
'''Version:''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36004<br />
<br />
=== Count Kromire ===<br />
<br />
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Maintainer:''' currently none<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Myths, Vampires<br />
<br />
'''Version:''' 1.3.2<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=21560<br />
<br />
=== Elvish Dynasty RPG ===<br />
<br />
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''<br />
<br />
''Sequel to Ooze Mini-Campaign''<br />
<br />
'''Author:''' spencelack<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Version:''' 0.9.9b<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=28627<br />
<br />
=== Fate of a Princess ===<br />
<br />
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''<br />
<br />
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''<br />
<br />
'''Author:''' SkyOne, mich, simonsmith<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.<br />
<br />
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''<br />
<br />
'''Version:''' 0.9.17<br />
<br />
'''Required Wesnoth version:''' 1.9.12 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26327<br />
<br />
=== Forgotten Kingdom ===<br />
<br />
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''<br />
<br />
'''Author:''' Limabean<br />
<br />
'''Status:''' Incomplete ( but all scenarios playable and balanced )<br />
<br />
'''Length:''' 9 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Goblins, Trolls<br />
<br />
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''<br />
<br />
'''Version:''' 0.1.7<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23483<br />
<br />
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, sad that Limabean seems to abandon it.<br />
<br />
=== Galuldur's First Journey ===<br />
<br />
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8-9 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31895<br />
<br />
=== Grnk the Mighty ===<br />
<br />
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life. When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined. He also discovers that he is no ordinary goblin. Follow Grnk the Frail on his path to becoming Grnk the Mighty.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Part I complete<br />
<br />
'''Length:''' 13 scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Default, changing (no standard army building gameplay)<br />
<br />
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''<br />
<br />
'''Version:''' 1.0.5<br />
<br />
'''Required Wesnoth version:''' 1.9.5 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34970<br />
<br />
=== Invasion from the Unknown ===<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
'''Version:''' 1.90.6<br />
<br />
''Note (taptap): Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.''<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their human appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (2 chapters, 30 scenarios at the moment) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and cleaned from the evil within them. But the evil from inside them continued to exist, and started a skirmish to conquest the world.''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' WiP (but Part I might be considered complete)<br />
<br />
'''Length:''' 119 (+6 talk-only) scenarios at the moment<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead; but they advance past their usual maximum level<br />
<br />
'''Version:''' 2.3.0<br />
<br />
''Note: The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).''<br />
<br />
=== Panther Lord ===<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
=== Return of the Monster ===<br />
<br />
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''<br />
<br />
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''<br />
<br />
'''Author:''' SkyOne<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 16 playable, 2 dialog scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).<br />
<br />
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''<br />
<br />
'''Version:''' 0.7.1<br />
<br />
'''Required Wesnoth version:''' 1.10.x<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36438<br />
<br />
=== Return to Noelren ===<br />
<br />
'''Status:''' Complete.<br />
<br />
'''Length:''' 26 scenarios + 7 cut scenes<br />
<br />
'''Author:''' Pyrophorus<br />
<br />
'''Description:''' ''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''<br />
<br />
'''Version: ''' 0.7<br />
<br />
'''Requirements:''' BfW 1.10 (not tested on 1.11)<br />
<br />
'''Difficulty:''' Easy, unbalanced<br />
<br />
'''Style:''' Skirmish, RPG, Large Battle, Simulation<br />
<br />
'''Faction/Era:''' Default + custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34685#p501026<br />
<br />
=== Return to Ruins ===<br />
<br />
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''<br />
<br />
'''Author:''' Ulfsark (Jeff Stevens)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Easy - Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default,(Loyalists, Outlaws)<br />
<br />
'''Version:''' 0.2.01<br />
<br />
'''Required Wesnoth version:''' 1.10.x <br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37790&sid=9059f18497cda1219f42a626544d0ffd&p=540646#p540646<br />
<br />
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
=== Salt Wars ===<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Version:''' 0.2.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
=== The Dark Hordes ===<br />
<br />
'''Status:'''<br />
<br />
* Incomplete/WIP<br />
<br />
'''Length:''' 11/?<br />
<br />
'''Author:''' Circon<br />
<br />
'''Maintainer:''' Various<br />
<br />
'''Description:'''<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:'''<br />
<br />
'''Difficulty:'''<br />
<br />
'''Style:''' <br />
<br />
* Skirmish<br />
<br />
'''Faction/Era:'''<br />
<br />
* Default undead<br />
<br />
[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html '''Custom Units''']<br />
<br />
'''Walkthrough:'''<br />
<br />
* [[TheDarkHordes]]<br />
<br />
'''Forum:'''<br />
<br />
* [[http://forums.wesnoth.org/viewtopic.php?f=8&t=16576&]]<br />
<br />
=== The Earth's Gut ===<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' Incomplete<br />
<br />
'''Length:''' 21 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon<br />
<br />
'''Faction/Era:''' Default, dwarves.<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Version:''' 0.2.11<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note''' This campaign is a "Dwarvish dungeon crawler" and is intended to be challenging for experienced players on hard whilst suitably easy on easy.<br />
<br />
=== The Epic of Vaniyera ===<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe. It is up to the young Vaniyera to push its armies back from the border...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' unwiseowl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.)<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
=== The Fall of Wesnoth ===<br />
<br />
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''<br />
<br />
'''Author:''' Pewskeepski<br />
<br />
'''Status:''' 1st part complete, 2nd WIP.<br />
<br />
'''Length:''' 10 playable scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Outlaws<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''<br />
<br />
'''Version:''' 1.0.8<br />
<br />
=== The Founding of Borstep ===<br />
<br />
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!'' <br />
<br />
'''Author:''' Beetlenaut<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 and 1 dialogue only<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Northerners<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''<br />
<br />
'''Version:''' 1.1.1b<br />
<br />
''Note(Kanzil): I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.''<br />
<br />
''Note(beetlenaut--author): In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I '''hope''' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.''<br />
<br />
=== The Library of Kratemaqht ===<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
=== The Sojournings of Grog ===<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
'''Version:''' 3.0.1<br />
<br />
=== Up from Slavery ===<br />
<br />
''Well, the orcs don't know exactly what year it is. They are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' unwiseowl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)<br />
<br />
'''Faction/Era:''' Imperial Era, Orcei Gladiatores<br />
<br />
'''Version:''' 0.6.0<br />
<br />
== Battle for Wesnoth 1.11.x - development ==<br />
<br />
''Campaigns available in the 1.11.x development version.''<br />
<br />
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''<br />
<br />
=== Antar, Son of Rheor ===<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 8 playable scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists (feat. fencer as main hero + various allies)<br />
<br />
'''Version:''' 0.8.24b<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their human appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (2 chapters, 30 scenarios at the moment) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and cleaned from the evil within them. But the evil from inside them continued to exist, and started a skirmish to conquest the world.''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' WiP (but Part I might be considered complete)<br />
<br />
'''Length:''' 119 (+6 talk-only) scenarios at the moment<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead; but they advance past their usual maximum level<br />
<br />
'''Version:''' 2.3.0<br />
<br />
''Note: The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).''<br />
<br />
<br />
<br />
[[Category:Campaigns|*]]</div>Taptaphttps://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&diff=47740Guide to UMC Content2012-11-03T10:42:44Z<p>Taptap: /* The Dark Hordes */</p>
<hr />
<div>''This is a guide to the current (1.10.x/1.11.x) UMC campaigns for players. It aims to provide all the information not only about the story, but also about completion, difficulty and playing style of the campaign. See http://forums.wesnoth.org/viewtopic.php?f=8&t=37476 for further information, for currently non-available UMC-content please refer to http://forums.wesnoth.org/viewtopic.php?f=8&t=36733. Please edit, it is a wiki.''<br />
<br />
=== Blueprint ===<br />
<br />
'''Status:'''<br />
* Broken = Does not work at all<br />
* Incomplete = Partially written, no progress<br />
* WIP = Partially written, progress<br />
* Complete = Completely written, but buggy as well as potential balance issues.<br />
* Finished = Completely written, minimal to no bugs, slight balance issues possible. <br />
<br />
'''Length:'''<br />
<br />
'''Author:'''<br />
<br />
'''Maintainer:''' if not maintained by the author anymore.<br />
<br />
'''Description:'''<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:'''<br />
<br />
'''Difficulty:'''<br />
<br />
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.<br />
<br />
* Unbalanced = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erraticly from one scenario to the next and only people using the debug mode have seen the final, then it is.<br />
* Easy<br />
* Normal<br />
* Hard<br />
<br />
'''Style:''' <br />
<br />
Please note: Many campaigns will feature more than one style. Please list the most significant ones.<br />
<br />
* Skirmish = small to medium sized armies, your standard Wesnoth gameplay<br />
* Dungeon = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)<br />
* RPG = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits<br />
* Survival = being exposed to changing, spawning enemies while remaining on the same map<br />
* Large Battle = Eastern Flank in Northern Rebirth, Civil War in Son of the Black-Eye<br />
* Simulation = campaigns feat. terrain modification, alternative resources<br />
* Boss battle = a recurring feature of Invasion of the Unknown (basically a triggered event creating a solvable puzzle for the player)<br />
<br />
'''Faction/Era:'''<br />
<br />
* Era for the whole campaign and more specifically the faction or unit composition you field.<br />
<br />
'''Forum:'''<br />
<br />
* Links to the feedback and development threads at forums.wesnoth.org<br />
<br />
== Battle for Wesnoth 1.10.x - stable ==<br />
<br />
''Campaigns available in the 1.10.x stable version.''<br />
<br />
=== A Story of the Northlands ===<br />
<br />
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''<br />
<br />
'''Author:''' zepko<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 playable scenarios + 1 dialog-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.<br />
<br />
'''Version:''' 0.2.0<br />
<br />
=== A Vision Blinded ===<br />
<br />
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''<br />
<br />
'''Author:''' LemonTea<br />
<br />
'''Maintainer:''' Adamant14<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 13 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)<br />
<br />
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''<br />
<br />
'''Version:''' 0.6.6<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23463&hilit=a+vision+blinded<br />
<br />
=== Antar, Son of Rheor ===<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 8 playable scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists (feat. fencer as main hero + various allies)<br />
<br />
'''Version:''' 0.8.25a<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
=== Besieged Druids ===<br />
<br />
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''<br />
<br />
'''Author:''' Celtic Minstrel<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Difficulty:''' Unbalanced<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''<br />
<br />
'''Version:''' 1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37342<br />
<br />
=== Cities of the Frontier ===<br />
<br />
''Settle a new town in the wilds north of the Great River.''<br />
<br />
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''<br />
<br />
'''Author:''' esci<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Simulation, Survival<br />
<br />
'''Faction/Era:''' Default, Loyalist<br />
<br />
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''<br />
<br />
'''Version:''' 0.5.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36004<br />
<br />
=== Count Kromire ===<br />
<br />
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''<br />
<br />
'''Author:''' Velensk<br />
<br />
'''Maintainer:''' currently none<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 9 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Myths, Vampires<br />
<br />
'''Version:''' 1.3.2<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=21560<br />
<br />
=== Elvish Dynasty RPG ===<br />
<br />
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''<br />
<br />
''Sequel to Ooze Mini-Campaign''<br />
<br />
'''Author:''' spencelack<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' RPG, Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''Version:''' 0.9.9b<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=28627<br />
<br />
=== Fate of a Princess ===<br />
<br />
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''<br />
<br />
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''<br />
<br />
'''Author:''' SkyOne, mich, simonsmith<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.<br />
<br />
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''<br />
<br />
'''Version:''' 0.9.17<br />
<br />
'''Required Wesnoth version:''' 1.9.12 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26327<br />
<br />
=== Forgotten Kingdom ===<br />
<br />
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''<br />
<br />
'''Author:''' Limabean<br />
<br />
'''Status:''' Incomplete ( but all scenarios playable and balanced )<br />
<br />
'''Length:''' 9 playable scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Goblins, Trolls<br />
<br />
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''<br />
<br />
'''Version:''' 0.1.7<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=23483<br />
<br />
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, sad that Limabean seems to abandon it.<br />
<br />
=== Galuldur's First Journey ===<br />
<br />
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 8-9 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Elves<br />
<br />
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''<br />
<br />
'''Version:''' 1.1.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31895<br />
<br />
=== Grnk the Mighty ===<br />
<br />
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life. When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined. He also discovers that he is no ordinary goblin. Follow Grnk the Frail on his path to becoming Grnk the Mighty.''<br />
<br />
'''Author:''' mattsc<br />
<br />
'''Status:''' Part I complete<br />
<br />
'''Length:''' 13 scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Default, changing (no standard army building gameplay)<br />
<br />
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''<br />
<br />
'''Version:''' 1.0.5<br />
<br />
'''Required Wesnoth version:''' 1.9.5 or later<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34970<br />
<br />
=== Invasion from the Unknown ===<br />
<br />
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''<br />
<br />
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''<br />
<br />
'''Author:''' shadowmaster <br />
<br />
'''Maintainer:''' Espreon<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 26 scenarios in two episodes<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Boss battle<br />
<br />
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.<br />
<br />
'''Version:''' 1.90.6<br />
<br />
''Note (taptap): Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.''<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their human appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (2 chapters, 30 scenarios at the moment) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and cleaned from the evil within them. But the evil from inside them continued to exist, and started a skirmish to conquest the world.''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' WiP (but Part I might be considered complete)<br />
<br />
'''Length:''' 119 (+6 talk-only) scenarios at the moment<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead; but they advance past their usual maximum level<br />
<br />
'''Version:''' 2.3.0<br />
<br />
''Note: The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).''<br />
<br />
=== Panther Lord ===<br />
<br />
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 14 scenarios<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)<br />
<br />
'''Version:''' 1.0.2<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34318<br />
<br />
=== Return of the Monster ===<br />
<br />
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''<br />
<br />
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''<br />
<br />
'''Author:''' SkyOne<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 16 playable, 2 dialog scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon<br />
<br />
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).<br />
<br />
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''<br />
<br />
'''Version:''' 0.7.1<br />
<br />
'''Required Wesnoth version:''' 1.10.x<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36438<br />
<br />
=== Return to Noelren ===<br />
<br />
'''Status:''' Complete.<br />
<br />
'''Length:''' 26 scenarios + 7 cut scenes<br />
<br />
'''Author:''' Pyrophorus<br />
<br />
'''Description:''' ''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''<br />
<br />
'''Version: ''' 0.7<br />
<br />
'''Requirements:''' BfW 1.10 (not tested on 1.11)<br />
<br />
'''Difficulty:''' Easy, unbalanced<br />
<br />
'''Style:''' Skirmish, RPG, Large Battle, Simulation<br />
<br />
'''Faction/Era:''' Default + custom units<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=34685#p501026<br />
<br />
=== Return to Ruins ===<br />
<br />
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''<br />
<br />
'''Author:''' Ulfsark (Jeff Stevens)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios + 1 dialogue-only<br />
<br />
'''Difficulty:''' Easy - Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default,(Loyalists, Outlaws)<br />
<br />
'''Version:''' 0.2.01<br />
<br />
'''Required Wesnoth version:''' 1.10.x <br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37790&sid=9059f18497cda1219f42a626544d0ffd&p=540646#p540646<br />
<br />
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.<br />
<br />
=== Salt Wars ===<br />
<br />
''Introductory campaign for the Era of Four Moons.''<br />
<br />
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''<br />
<br />
'''Author:''' Velensk <br />
<br />
'''Maintainer:''' Lavender<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 5 scenarios<br />
<br />
'''Difficulty:''' Easy<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Era of Four Moons, Sea States<br />
<br />
'''Version:''' 0.2.1<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=31498<br />
<br />
=== The Dark Hordes ===<br />
<br />
'''Status:'''<br />
<br />
* Incomplete/WIP<br />
<br />
'''Length:''' 11/?<br />
<br />
'''Author:''' Circon<br />
<br />
'''Maintainer:''' Various<br />
<br />
'''Description:'''<br />
<br />
'''Version: '''<br />
<br />
'''Requirements:'''<br />
<br />
'''Difficulty:'''<br />
<br />
'''Style:''' <br />
<br />
* Skirmish<br />
<br />
'''Faction/Era:'''<br />
<br />
* Default undead<br />
<br />
[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html '''Custom Units''']<br />
<br />
'''Walkthrough:'''<br />
<br />
* [[TheDarkHordes]]<br />
<br />
'''Forum:'''<br />
<br />
* [[http://forums.wesnoth.org/viewtopic.php?f=8&t=16576&]]<br />
<br />
=== The Earth's Gut ===<br />
<br />
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''<br />
<br />
'''Author:''' Anonymissimus<br />
<br />
'''Maintainer:''' Anonymissimus<br />
<br />
'''Status:''' Incomplete<br />
<br />
'''Length:''' 21 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Dungeon<br />
<br />
'''Faction/Era:''' Default, dwarves.<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''<br />
<br />
'''Version:''' 0.2.11<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=26800<br />
<br />
'''Note''' This campaign is a "Dwarvish dungeon crawler" and is intended to be challenging for experienced players on hard whilst suitably easy on easy.<br />
<br />
=== The Epic of Vaniyera ===<br />
<br />
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe. It is up to the young Vaniyera to push its armies back from the border...''<br />
<br />
'''Author:''' oreb, turin<br />
<br />
'''Maintainer:''' unwiseowl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 6 scenarios<br />
<br />
'''Difficulty:''' Hard (Don't be fooled by "novice level" in the campaign description, this one is very hard.)<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Imperial Era, Sidhe.<br />
<br />
<br />
'''Version:''' 0.9.0<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=19490<br />
<br />
=== The Fall of Wesnoth ===<br />
<br />
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''<br />
<br />
'''Author:''' Pewskeepski<br />
<br />
'''Status:''' 1st part complete, 2nd WIP.<br />
<br />
'''Length:''' 10 playable scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Outlaws<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''<br />
<br />
'''Version:''' 1.0.8<br />
<br />
=== The Founding of Borstep ===<br />
<br />
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!'' <br />
<br />
'''Author:''' Beetlenaut<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 10 and 1 dialogue only<br />
<br />
'''Difficulty:''' Hard<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Northerners<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''<br />
<br />
'''Version:''' 1.1.1b<br />
<br />
''Note(Kanzil): I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.''<br />
<br />
''Note(beetlenaut--author): In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I '''hope''' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.''<br />
<br />
=== The Library of Kratemaqht ===<br />
<br />
''An ancient story from the old continent.''<br />
<br />
'''Author:''' Rich Marinaccio (cephalo)<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 17 scenarios<br />
<br />
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) <br />
<br />
'''Style:''' Skirmish, RPG<br />
<br />
'''Faction/Era:''' Loyalists and custom units.<br />
<br />
[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]<br />
<br />
'''Version:''' 1.0.0<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=37798<br />
<br />
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;<br />
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.<br />
<br />
=== The Sojournings of Grog ===<br />
<br />
''Grog (as starred in Under the Burning Suns) goes home.''<br />
<br />
'''Author:''' Peter Christopher, Thomas Hockings <br />
<br />
'''Maintainer:''' Elvish_Hunter<br />
<br />
'''Status:''' Finished<br />
<br />
'''Length:''' 18 playable scenarios in 2 parts<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Dungeon, Large Battle<br />
<br />
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''<br />
<br />
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.<br />
<br />
'''Version:''' 3.0.1<br />
<br />
=== Up from Slavery ===<br />
<br />
''Well, the orcs don't know exactly what year it is. They are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''<br />
<br />
'''Author:''' turin<br />
<br />
'''Maintainer:''' unwiseowl<br />
<br />
'''Status:''' Complete<br />
<br />
'''Length:''' 7 scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)<br />
<br />
'''Faction/Era:''' Imperial Era, Orcei Gladiatores<br />
<br />
'''Version:''' 0.6.0<br />
<br />
== Battle for Wesnoth 1.11.x - development ==<br />
<br />
''Campaigns available in the 1.11.x development version.''<br />
<br />
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''<br />
<br />
=== Antar, Son of Rheor ===<br />
<br />
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''<br />
<br />
'''Author:''' Adamant14<br />
<br />
'''Status:''' WIP<br />
<br />
'''Length:''' 8 playable scenarios<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' Skirmish<br />
<br />
'''Faction/Era:''' Default, Loyalists (feat. fencer as main hero + various allies)<br />
<br />
'''Version:''' 0.8.24b<br />
<br />
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&t=36075<br />
<br />
=== Legend of the Invincibles ===<br />
<br />
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their human appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''<br />
<br />
'''''Part II: Into the Light''' (2 chapters, 30 scenarios at the moment) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and cleaned from the evil within them. But the evil from inside them continued to exist, and started a skirmish to conquest the world.''<br />
<br />
'''Author:''' Dugi <br />
<br />
'''Status:''' WiP (but Part I might be considered complete)<br />
<br />
'''Length:''' 119 (+6 talk-only) scenarios at the moment<br />
<br />
'''Difficulty:''' Normal<br />
<br />
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)<br />
<br />
'''Faction/Era:''' Elves, Loyalists, Undead; but they advance past their usual maximum level<br />
<br />
'''Version:''' 2.3.0<br />
<br />
''Note: The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).''<br />
<br />
<br />
<br />
[[Category:Campaigns|*]]</div>Taptap