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		<id>https://wiki.wesnoth.org/index.php?title=AssetLocalization&amp;diff=53421</id>
		<title>AssetLocalization</title>
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		<updated>2014-03-02T09:03:18Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* List of Images for Localization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Being a game, Wesnoth's graphics data carries higher significance than it would in utilitarian software. An image containing English text in an otherwise native language environment, may bite at user's immersion. For example, a mismatch between geographical names in translated text and on maps (like &amp;quot;Blackwater Port&amp;quot;, &amp;quot;Ford of Abez&amp;quot;, etc.) will certainly not improve user's feeling of completeness of localization effort.&lt;br /&gt;
&lt;br /&gt;
To offset this, a willing translator can also localize images into the world of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== How Does It Work? ==&lt;br /&gt;
&lt;br /&gt;
Quite not unlike with text. Most text appearing in Wesnoth is up for translation, but given language's translators may leave some untranslated -- either deliberately (i.e. just copying English original), or because they didn't get to it yet. Likewise with the images: any can be localized, but none needs be; if there is no localized version of a given image, the user is presented with the original one. The only difference between text and images is that, unlike text, very few images possibly need to be localized -- presently, about 30 in total.&lt;br /&gt;
&lt;br /&gt;
Once the localized image is made, putting it to work is simple. If the path of the original image in the source tree is:&lt;br /&gt;
&lt;br /&gt;
 foo/bar/baz/image.png&lt;br /&gt;
&lt;br /&gt;
then the localized image should be put in:&lt;br /&gt;
&lt;br /&gt;
 foo/bar/baz/l10n/ll/image.png&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;tt&amp;gt;ll&amp;lt;/tt&amp;gt; is the given language's code, like that used for names of PO files (e.g. &amp;lt;tt&amp;gt;de&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;pt_BR&amp;lt;/tt&amp;gt;, etc.) That's it.&lt;br /&gt;
&lt;br /&gt;
Before trying to test any localized images at runtime, it is also necessary that the following message in &amp;lt;tt&amp;gt;wesnoth-lib&amp;lt;/tt&amp;gt; catalog is properly translated:&lt;br /&gt;
&lt;br /&gt;
 #. TRANSLATORS: This is the language code [...]&lt;br /&gt;
 #: src/image.cpp:342&lt;br /&gt;
 msgctxt &amp;quot;language code for localized resources&amp;quot;&lt;br /&gt;
 msgid &amp;quot;en_US&amp;quot;&lt;br /&gt;
 msgstr &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The translation should basically be the same language code as used in paths of localized images (&amp;lt;tt&amp;gt;ll&amp;lt;/tt&amp;gt; from the example above), but read the longer explanation in comments of this message for other possibilities.&lt;br /&gt;
&lt;br /&gt;
A tracker script is run periodically on the repository to indicate that localized images need updating when the original image has been changed or moved. There is a file named &amp;lt;tt&amp;gt;l10n-track&amp;lt;/tt&amp;gt; in the root of the source tree, which tracks the state for every localized image, grouped by language:&lt;br /&gt;
&lt;br /&gt;
 # ll&lt;br /&gt;
 ok        ¦foo/bar/baz/l10n/ll/image.png¦ ea9d6...563ad  30544&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
In each non-comment line, the first field is the state of the localized image, the second the path, third the checksum of the original image, and fourth the revision ID of the original image. When the original image has been modified, the corresponding localized image's state will change to &amp;lt;tt&amp;gt;fuzzy&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
 # ll&lt;br /&gt;
 fuzzy     ¦foo/bar/baz/l10n/ll/image.png¦ ea9d6...563ad  30544&lt;br /&gt;
&lt;br /&gt;
If the original image is removed or renamed, the localized one will be marked as &amp;lt;tt&amp;gt;obsolete&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
 # ll&lt;br /&gt;
 obsolete  ¦foo/bar/baz/l10n/ll/image.png¦ ea9d6...563ad  30544&lt;br /&gt;
&lt;br /&gt;
Translators should regularly check the &amp;lt;tt&amp;gt;l10n-track&amp;lt;/tt&amp;gt; file, making the needed modifications to fuzzied images and submitting new versions (&amp;lt;tt&amp;gt;obsolete&amp;lt;/tt&amp;gt; state will probably never be seen, as translation coordination team will see to it that localized images are moved and removed following the original). See below for a quick guide at dealing with fuzzy images. A fuzzy localized image will not be used at runtime, so that users will see the original image -- just like with fuzzy messages in PO files.&lt;br /&gt;
&lt;br /&gt;
Translators can send new and updated localized images to Chusslove Illich &amp;amp;lt;caslav.ilic@gmx.net&amp;amp;gt; for committing to the repository. They can also send in any source material used to create the final images, like Gimp XCF files, so that they are easily available for future editing. Source images for given language are located in the &amp;lt;tt&amp;gt;branches/resources/image-localization/ll&amp;lt;/tt&amp;gt; directory in the repository.&lt;br /&gt;
&lt;br /&gt;
The technicalities are thus rather simple, the main challenge instead is how to create the localized out of the original images in the first place. This depends on the type of the image: from trivial screenshots, to the more complex Wesnoth logo. Most of the rest of this article will deal with this.&lt;br /&gt;
&lt;br /&gt;
=== Overlay Images ===&lt;br /&gt;
&lt;br /&gt;
A special kind of localized image is an ''overlay'' image -- one which does not simply replace the original, but is combined with it at runtime, overlaying the original content. Of course, the overlay image should have some transparent regions, through which the original content will show up. The overlay image is indicated by adding &amp;lt;tt&amp;gt;--overlay&amp;lt;/tt&amp;gt; suffix to its original name:&lt;br /&gt;
&lt;br /&gt;
 foo/bar/baz/l10n/ll/image--overlay.png&lt;br /&gt;
&lt;br /&gt;
Overlay images are used purely to avoid needlesly growing the size of Wesnoth packages, in cases when the full image is rather large and only small parts of it need localization. This is typical of maps.&lt;br /&gt;
&lt;br /&gt;
=== Resolving Fuzzy Images ===&lt;br /&gt;
&lt;br /&gt;
When a localized image got fuzzy due to changes to the original, it is necessary to ascertain what is it exactly that had been changed, between the point when the localized image was made and current state. To do this, enter the root directory of appropriate branch in the repository, and observe the fuzzy entry in &amp;lt;tt&amp;gt;l10n-track&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
 fuzzy     ¦foo/bar/baz/l10n/ll/image.png¦ ea9d6...563ad  30544&lt;br /&gt;
&lt;br /&gt;
The final piece of data here is the revision ID of the original image at the time when the localized image was made. Recover this revision of the original, and copy it with a suffix to current working directory (note omission of &amp;lt;tt&amp;gt;/l10n/ll&amp;lt;/tt&amp;gt; from the path):&lt;br /&gt;
&lt;br /&gt;
 $ svn up -r 30544 foo/bar/baz/image.png&lt;br /&gt;
 U    foo/bar/baz/image.png&lt;br /&gt;
 Updated to revision 30544.&lt;br /&gt;
 $ cp foo/bar/baz/image.png image-30544.png&lt;br /&gt;
&lt;br /&gt;
Now do the same with the current original image (no revision ID necessary in &amp;lt;tt&amp;gt;svn&amp;lt;/tt&amp;gt; command line):&lt;br /&gt;
&lt;br /&gt;
 $ svn up foo/bar/baz/image.png&lt;br /&gt;
 U    foo/bar/baz/image.png&lt;br /&gt;
 Updated to revision 39066.&lt;br /&gt;
 $ cp foo/bar/baz/image.png image-39066.png&lt;br /&gt;
&lt;br /&gt;
After this, current working directory will contain the old and new original, named &amp;lt;tt&amp;gt;image-30544.png&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;image-39066.png&amp;lt;/tt&amp;gt;. Now they can be quickly switched between in an image viewer, and the eye will easily capture the differences. There are also tools which can, given two images, produce a graphical diff of some sort.&lt;br /&gt;
&lt;br /&gt;
After the differences have been observed, the localized image can be updated accordingly and submitted again.&lt;br /&gt;
&lt;br /&gt;
== List of Images for Localization ==&lt;br /&gt;
&lt;br /&gt;
An up-to-date list of images ''possibly'' needing localization is given here, and updated as people spot any new such image. Here, &amp;quot;possible&amp;quot; means judged such by at least one translator. Those are typically images containing some English text, but depending on the particular text, many languages may also like to keep it as in English (e.g. &amp;quot;Weldyn&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* In-game images:&lt;br /&gt;
&lt;br /&gt;
 images/misc/logo.png&lt;br /&gt;
 data/core/images/misc/logo.png&lt;br /&gt;
   -- The BfW logo, visible in the main menu, loading screens,&lt;br /&gt;
      and elsewhere (both files are same)&lt;br /&gt;
&lt;br /&gt;
 data/core/images/maps/wesnoth.png&lt;br /&gt;
   -- Wesnoth's main map, in the background of the main menu&lt;br /&gt;
      and as the main map in some campaigns&lt;br /&gt;
&lt;br /&gt;
 data/core/images/help/hpxp.png&lt;br /&gt;
 data/core/images/help/recruit.png&lt;br /&gt;
 data/core/images/help/tooltip.png&lt;br /&gt;
   -- screenshots in the help sections&lt;br /&gt;
&lt;br /&gt;
 data/campaigns/An_Orcish_Incursion/images/an-orcish-incursion-map.png&lt;br /&gt;
 data/campaigns/Dead_Water/images/dead-water-map.png&lt;br /&gt;
 data/campaigns/Descent_Into_Darkness/images/misc/descent-into-darkness.png&lt;br /&gt;
 data/campaigns/Eastern_Invasion/images/eastern-invasion-map.png&lt;br /&gt;
 data/campaigns/Legend_of_Wesmere/images/legend-of-wesmere-map.png&lt;br /&gt;
 data/campaigns/Liberty/images/maps/liberty-map.png&lt;br /&gt;
 data/campaigns/Son_Of_The_Black_Eye/images/farnorth.png&lt;br /&gt;
   -- main maps of respective campaigns&lt;br /&gt;
&lt;br /&gt;
 data/campaigns/The_Rise_Of_Wesnoth/images/story/trow-logo.png&lt;br /&gt;
 data/campaigns/The_Rise_Of_Wesnoth/images/story/east.png&lt;br /&gt;
 data/campaigns/The_Rise_Of_Wesnoth/images/story/west.png&lt;br /&gt;
 data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-blackmore.png&lt;br /&gt;
 data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-clearwater.png&lt;br /&gt;
 data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-jevyan.png&lt;br /&gt;
 data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-southbay.png&lt;br /&gt;
 data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-stormvale.png&lt;br /&gt;
 data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-thegreenisle.png&lt;br /&gt;
   -- text overlays in the TRoW campaign&lt;br /&gt;
&lt;br /&gt;
 data/core/images/lobby/sort-az.png&lt;br /&gt;
 data/core/images/lobby/sort-az-off.png&lt;br /&gt;
   -- sorting icons in multiplayer lobby (with &amp;quot;A-Z&amp;quot; on them)&lt;br /&gt;
&lt;br /&gt;
* Images in the manual:&lt;br /&gt;
&lt;br /&gt;
 doc/manual/images/game-screen.jpg&lt;br /&gt;
 doc/manual/images/main-menu.jpg&lt;br /&gt;
 doc/manual/images/multiplayer.jpg&lt;br /&gt;
 doc/manual/images/recruit.jpg&lt;br /&gt;
 doc/manual/images/right_pane.jpg&lt;br /&gt;
 doc/manual/images/top_pane.jpg&lt;br /&gt;
&lt;br /&gt;
: '''Note:''' You can find instructions to take the manual screenshots in &amp;lt;code&amp;gt;doc/manual/images/README.txt&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If you come across an image eligible for localization and not listed here, please add it.&lt;br /&gt;
&lt;br /&gt;
== Creating Localized Images ==&lt;br /&gt;
&lt;br /&gt;
This section gives brief, but hopefully sufficient instructions on how to produce localized images, by each distinct type. Note that there is a balance between simplicity of instructions and quality of final images -- whenever you can do better than describe here, do not hesitate.&lt;br /&gt;
&lt;br /&gt;
Most of the time it will be necessary to edit an image template using a general image manipulation app, and the instructions here will be presented with [http://www.gimp.org/ Gimp], a popular and free tool for this purpose. There is also a [[#Gimp For Translators|section of this article]] describing some of the Gimp's features frequently used in present context.&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
&lt;br /&gt;
Screenshots in the game are found on the help pages. Instead of full game screens, they are usually only smaller portions of screens. Making localized versions of these images is naturally easy, one just needs to grab some screenshots from the localized version of the game. Just a few points:&lt;br /&gt;
&lt;br /&gt;
* Screenshots should be captured from the game running at 1024×768 resolution.&lt;br /&gt;
&lt;br /&gt;
* To grab a screenshot, it's probably easiest to run the game in window instead of full screen, and use whatever screenshot capture utility available. (Gimp too can be used, menu '''File→Create→Screenshot'''.)&lt;br /&gt;
&lt;br /&gt;
* The screenshot should be saved in PNG format (the capture utility will probably provide various formats).&lt;br /&gt;
&lt;br /&gt;
* If the capture utility didn't provide option to select part of the screen to capture, to reduce the screenshot to the required small portion of the screen Gimp's cropping tool can be used ('''Tools→Transform Tools→Crop''').&lt;br /&gt;
&lt;br /&gt;
* It is not necessary for the dimensions of localized screenshot to be exactly the same as the original screenshot, but should be near.&lt;br /&gt;
&lt;br /&gt;
((to be done: screenshots in the manual; describe the explicit &amp;lt;tt&amp;gt;image-x.y.z.jpg&amp;lt;/tt&amp;gt; versioning system))&lt;br /&gt;
&lt;br /&gt;
=== BfW Logo ===&lt;br /&gt;
&lt;br /&gt;
The sworded shield logo with &amp;quot;The Battle for Wesnoth&amp;quot; text is shown on loading screens and at the head of the main menu, thus being the foremost target for localization (for languages which have translated the game's name, of course). Here are the steps to create the localized logo with Gimp. Note: in order to make sure the logo fits properly in the title screen it shall not be larger than 550x250. &lt;br /&gt;
&lt;br /&gt;
Fetch the template logo from here:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;https://github.com/wesnoth/wesnoth-old/raw/master/resources/image-localization/templates/bfw-logo/bfw-logo.xcf&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is just one layer in the file, &amp;lt;tt&amp;gt;shield&amp;lt;/tt&amp;gt;, with the sworded shield on a transparent background and without any text. Rename the file to e.g. &amp;lt;tt&amp;gt;bfw-logo-LANG.xcf&amp;lt;/tt&amp;gt;, to work on it and keep it as &amp;quot;source&amp;quot; of your localized logo.&lt;br /&gt;
&lt;br /&gt;
Pick a font in which you would like to write the logo text. The English logo uses &amp;quot;Celtic Garamond the 2nd&amp;quot; font, easily found by Google for free download, as the starting point. This font, however, contains only English letters (not even Western European), so some creativity may be needed to make use of it. One could, for example, manually add any diacritics (copied over from suitable letters of another font). Another option is to simply use another font, which both has the glyphs of required characters, and is somewhat fantasy-looking.&lt;br /&gt;
&lt;br /&gt;
The hardest part of localizing the logo is that of producing a single-color version of the text of translated game name. This may seem surprising at first — why not just use the text tool to write out the text in proper size, and be done with it? The problem with this is that, as a rule rather than exception, the letters will not be mutually spaced in visually pleasing manner. For each font size, the spacing between any two paired letters needs to be manually adjusted, a process which is called ''kerning''. Only high quality fonts have kerning instructions built in, and then usually only for small font sizes. Therefore we have to perform kerning manually.&lt;br /&gt;
&lt;br /&gt;
Create a layer named &amp;lt;tt&amp;gt;text-temporary&amp;lt;/tt&amp;gt; with transparent background (menu '''Layer→New Layer...''', type the name, and make sure '''Transparency''' is selected as '''Layer Fill Type'''). Switch to this layer, select text tool ('''Tools→Text'''), make sure that options '''Hinting''', '''Force auto-hinter''', and '''Antialiasing''' are all selected, and set color to black and font size to 42 (this size is appropriate for Celtic Garamond font mentioned above; the appropriate size may be different for another font). Write out the text with ''a space between each two letters'', i.e. like &amp;quot;B a t t l e ...&amp;quot;. At this point, do not bother about text being centered over the shield; in fact, it is best to make the shield layer invisible (visibility of layers is controlled through the leftmost column in layer view).&lt;br /&gt;
&lt;br /&gt;
If the name starts with a definite article (''The'', ''La'', etc.), put the article above the main text, as in the English logo — of course, only if such splitting is permitted by title style in your language. This means once more applying the text tool to write out the article, also with a space between each two letters, and with font size 32.&lt;br /&gt;
&lt;br /&gt;
Text written out with the text tool will appear as another, special layer. Convert it to ordinary layer using '''Layer→Discard Text Information'''. Make sure this new layer is positioned just above &amp;lt;tt&amp;gt;text-temporary&amp;lt;/tt&amp;gt; (layer order is shown in the layer view, and can be changed with up/down arrows at the bottom), that the new layer is selected, and execute '''Layer→Merge Down'''. The new layer will disappear and the text will become part of &amp;lt;tt&amp;gt;text-temporary&amp;lt;/tt&amp;gt; layer. (In case there was another piece of text for the definite article, repeat the same procedure for it.) If Celtic Garamond font was used, to finally get to letter size quite near to the English logo, resize &amp;lt;tt&amp;gt;text-temporary&amp;lt;/tt&amp;gt; layer ('''Layer→Scale Layer...''') to 80% of its width and 120% of its height.&lt;br /&gt;
&lt;br /&gt;
At this point, for example, the image with translated name &amp;quot;Boj za Vesnot&amp;quot; will look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;https://raw.github.com/wesnoth/wesnoth-old/master/resources/image-localization/tutorial/text-temporary.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(The &amp;lt;tt&amp;gt;shield&amp;lt;/tt&amp;gt; layer has been dimmed by setting it's opacity to 50%, using the top slider in layer view. This is useful whenever a layer is not the focus of current operations, but may be needed for orientation.)&lt;br /&gt;
&lt;br /&gt;
In preparation for kerning, each letter needs to be put on its own layer. To do this for a given letter, make &amp;lt;tt&amp;gt;text-temporary&amp;lt;/tt&amp;gt; current layer, use rectangle selection tool ('''Tools→Selection Tools→Rectangle Select''', or just press '''R''' on keyboard), select the letter with generous empty space around it (this should be easy, since letters are widely spaced), and cut and paste the selection; this will create a floating selection layer, which can be turned into a normal layer by double-clicking on its name in layer view and renaming it to the letter itself (possibly with a suffix like &amp;lt;tt&amp;gt;-2&amp;lt;/tt&amp;gt; for letters appearing more than once). Repeat this until all letters are on their own layers. It is best to start from the last letter in the name and go backwards, because then the letter layers are going to end up nicely ordered in the layer view (but they can always be ordered manually afterwards). When doing the cut-and-paste step, it is critical that all the pasted letters appear at the same vertical position on the image (for this, fix the rectangle height on the preferences and position each rectangle at a fixed chosen vertical position before cutting). The &amp;lt;tt&amp;gt;text-temporary&amp;lt;/tt&amp;gt; layer will become empty after all letters have been processed, so delete it ('''Layer→Delete Layer''').&lt;br /&gt;
&lt;br /&gt;
Letters should now be moved horizontally to obtain visually pleasing spacing. Since each letter is on its own layer, moving single letters is easy. To move more than one letter together, you can link the corresponding layers (by clicking in the second left-most column in layer view, next to visibility column, producing a chain-like icon). A layer is moved by the general move tool ('''Tools→Transform Tools→Move''', '''M''' on the keyboard). To be sure that you are moving the layer exactly horizontally, observe the offset coordinates in the status bar; also, keeping the '''Ctrl''' key pressed will constrain a move to one of eight radial directions, which starts being helpful for moves longer than a few pixels.&lt;br /&gt;
&lt;br /&gt;
Here is the most difficult part: what is &amp;quot;visually pleasing&amp;quot;? How can you know when the letters and words are spaced &amp;quot;just right&amp;quot;? One way in which you ''cannot'' know this, is by measuring distances on pixel level — an objective measure here is of no use, as the goal is to achieve visual balance. So, unfortunately, this is a matter of instinct, not reason. (See the note at the end of this section for how you should confirm that you have done this, as well as the overall process, acceptably well.)&lt;br /&gt;
&lt;br /&gt;
When the letters have been positioned, turn on the &amp;lt;tt&amp;gt;shield&amp;lt;/tt&amp;gt; layer, link all letter layers, and move them such that they are centered over the shield. For proper vertical centering, follow the English logo.&lt;br /&gt;
&lt;br /&gt;
Outer portions of the image should now be cut off such that the image is only as wide as the centered text, plus about one to two letter widths of empty space on each side. This is done by executing ''''Image→Canvas Size...''. In the dialog, make sure '''Width:''' and '''Height:''' are not linked (&amp;quot;break&amp;quot; the chain icon to the left), and enter the appropriate new width. Click on '''Center''' button to make all layers centered with respect to new image width. In '''Resize layers:''' listbox, select '''Image-sized layers'''. Click '''Resize''' to exit the dialog and resize the image. If you left too much or too little empty space on the sides, you can undo and repeat the operation using a corrected guess for the width.&lt;br /&gt;
&lt;br /&gt;
After the blank text has been created and positioned, the remaining steps to create the final logo are fairly automatic.&lt;br /&gt;
&lt;br /&gt;
The only layers in the image should now be letter layers and &amp;lt;tt&amp;gt;shield&amp;lt;/tt&amp;gt;. Make the &amp;lt;tt&amp;gt;shield&amp;lt;/tt&amp;gt; layer invisible and all letter layers visible, and execute '''Layer→New from Visible'''. This will create a new layer containing all the letters; rename it to &amp;lt;tt&amp;gt;text-base&amp;lt;/tt&amp;gt;. Do not delete letter layers, as they may be needed later for corrections in spacing, but make them all invisible. Here is how the image should look at this point:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;https://raw.github.com/wesnoth/wesnoth-old/master/resources/image-localization/tutorial/text-base-final.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an example of why manual kerning is necessary, observe the first word above, &amp;quot;Boj&amp;quot;. If you try to write it out directly in the text tool, in Celtic Garamond font, you will see that the letter &amp;quot;o&amp;quot; is stuck to &amp;quot;B&amp;quot; while &amp;quot;j&amp;quot; is visibly separated from &amp;quot;o&amp;quot;, resulting in it being quite ungainly.&lt;br /&gt;
&lt;br /&gt;
Duplicate the &amp;lt;tt&amp;gt;text-base&amp;lt;/tt&amp;gt; layer four times ('''Layer→Duplicate Layer'''), and name the copies as follows, going upwards from &amp;lt;tt&amp;gt;text-base&amp;lt;/tt&amp;gt;: &amp;lt;tt&amp;gt;text-map&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;text-outline&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;text-shadow&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;text-final&amp;lt;/tt&amp;gt;. Now we'll play a bit with these four layers. Note that for the following steps it is easier to always have only the currently selected text layer visible, while other layers should be hidden.&lt;br /&gt;
&lt;br /&gt;
Switch to &amp;lt;tt&amp;gt;text-map&amp;lt;/tt&amp;gt; layer and start Gaussian blur filter ('''Filters→Blur→Gaussian Blur...'''). In there, set both the horizontal and vertical blur radii to 5 pixels. The preview pane should show that the text got quite blurry; click '''Ok''' to apply the blur. Repeat this filter operation for &amp;lt;tt&amp;gt;text-outline&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;text-shadow&amp;lt;/tt&amp;gt; layers (you can just switch to each of them and use '''Filter→Repeat Last''').&lt;br /&gt;
&lt;br /&gt;
Some layers should now be given colors other than black. Switch to &amp;lt;tt&amp;gt;text-final&amp;lt;/tt&amp;gt; (the topmost layer, which wasn't blurred), and start '''Colors→Colorize...'''. In the dialog, set hue to 50, saturation to 40, and lightness to 60. As you do this, the text in the image should reflect the modifications, and in the end it should have a pale sand-like color. Click '''Ok''' to apply colorization. Change to &amp;lt;tt&amp;gt;text-map&amp;lt;/tt&amp;gt; layer (one of the blurred layers), also use '''Colors→Colorize...''', but this time only set lightness to 100. This should make the blurred text white.&lt;br /&gt;
&lt;br /&gt;
Switch to &amp;lt;tt&amp;gt;text-final&amp;lt;/tt&amp;gt; and start '''Filters→Map→Bump Map...'''. From the '''Bump map:''' drop-down list in the top right corner of the dialog, select the &amp;lt;tt&amp;gt;text-map&amp;lt;/tt&amp;gt; layer (the layer name may be somewhat strange and possibly shrunken, so look for the small icon to the left for the white pattern produced by the white text on that layer). Check '''Compensate for darkening''' (if necessary; it should be checked by default), then set the sliders: azimuth 135, elevation 40, depth 10 (rest should be all zero). In the preview pane to the left you should now see the final bevelled text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;https://raw.github.com/wesnoth/wesnoth-old/master/resources/image-localization/tutorial/text-base-final.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(By this point, the colors may have drifted from the original, due to differences between Gimp releases. E.g. it was reported that, in a 2.4.x release, the colors were too dark, and that additionally executing '''Colors→Brightness-Contrast''', with values 90 and 70 respectively, yielded a better result.)&lt;br /&gt;
&lt;br /&gt;
To complete the composition, make sure only the following layers are visible: &amp;lt;tt&amp;gt;shield&amp;lt;/tt&amp;gt; (put its opacity back to 100% if it was dimmed), &amp;lt;tt&amp;gt;text-outline&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;text-shadow&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;text-final&amp;lt;/tt&amp;gt;. Layers &amp;lt;tt&amp;gt;text-outline&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;text-shadow&amp;lt;/tt&amp;gt; provide some dark shade behind the letters, to make them stand out better on the shield. Move both of these layers by a single pixel downward; when moving, check '''Move the active layer''' in the move tool options, as otherwise it will be hard to grab the desired layer. The final result should look like this (note the ordering and visibility of layers):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;https://raw.github.com/wesnoth/wesnoth-old/master/resources/image-localization/tutorial/shield-w-text-final.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The logo should now be exported as a PNG image, named &amp;lt;tt&amp;gt;logo.png&amp;lt;/tt&amp;gt;, using '''File→Save a Copy...''' (choose '''Merge Visible Layers''' when asked, default PNG export options are okay). But do keep around the original Gimp XCF image, so that changing it later is easier.&lt;br /&gt;
&lt;br /&gt;
'''Note: Having a well done localized logo is very important for the first impression of the game. Therefore, you must post it to the Art Contributions forum for others to inspect and critique.'''&lt;br /&gt;
&lt;br /&gt;
=== TRoW Logo ===&lt;br /&gt;
&lt;br /&gt;
The logo with the &amp;quot;The Rise of Wesnoth&amp;quot; text is displayed on one of the story screens of the first scenario of ''The Rise of Wesnoth''. It is only seen once and is fairly easy to make.&lt;br /&gt;
&lt;br /&gt;
First, fetch the logo from the Subversion repository:&lt;br /&gt;
&lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/templates/trow-logo/trow-logo.xcf&lt;br /&gt;
&lt;br /&gt;
As with the main logo, the TRoW logo uses &amp;quot;Celtic Garamond the 2nd&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As with the process of creating the main logo, switch to the text tool and enable the following options: '''hinting''', '''force-autohinting''', and '''antialiasing'''. Set the font size to seventy.&lt;br /&gt;
&lt;br /&gt;
As the font size is so large, the text tool should get the spacing right, unlike the smaller text for the logos, so just write out the text one two or three lines (you should only use three lines if the text uses things such as prepositions).&lt;br /&gt;
&lt;br /&gt;
If the text tool did not get the spacing right, then cut up the the letters into different layers and move as necessary.&lt;br /&gt;
&lt;br /&gt;
After writing out the text, align the letters against the letters in &amp;lt;tt&amp;gt;original&amp;lt;/tt&amp;gt;, then center the text against the image... like the text in &amp;lt;tt&amp;gt;original&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
After you properly aligned and centered the text, merge all of the layers with the translated text (if there is more than one) and name the layer with all of the translated text &amp;lt;tt&amp;gt;text-base&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Duplicate &amp;lt;tt&amp;gt;text-base&amp;lt;/tt&amp;gt; four times. The order (in ascending order) and names of the layers (including &amp;lt;tt&amp;gt;text-base&amp;lt;/tt&amp;gt;) should be like this: &amp;lt;tt&amp;gt;text-base&amp;lt;/tt&amp;gt; &amp;lt;tt&amp;gt;text-map&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;text-outline&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;text-shadow&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;text-final&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Switch to &amp;lt;tt&amp;gt;text-map&amp;lt;/tt&amp;gt;; use the '''Colorize''' tool to make the layer all white (set the lighting to one hundred in the colorize dialog).&lt;br /&gt;
&lt;br /&gt;
Now, apply an eight-radius Gaussian blur to &amp;lt;tt&amp;gt;text-map&amp;lt;/tt&amp;gt;. Afterwards, apply a five-radius Gaussian blur to &amp;lt;tt&amp;gt;text-outline&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;text-shadow&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Switch to &amp;lt;tt&amp;gt;text-final&amp;lt;/tt&amp;gt;; summon the '''Colorize''' tool; set hue to fifty, saturation to forty, and lightness to sixty; apply the effect. Afterwards, duplicate &amp;lt;tt&amp;gt;text-final&amp;lt;/tt&amp;gt;; put this duplicate above &amp;lt;tt&amp;gt;text-final&amp;lt;/tt&amp;gt; and call it &amp;lt;tt&amp;gt;text-final lighting&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Switch to &amp;lt;tt&amp;gt;text-final lighting&amp;lt;/tt&amp;gt;; summon the '''Hue-Saturation''' tool; set hue to −165; apply the effect. Afterwards, set the layer mode of &amp;lt;tt&amp;gt;text-final lighting&amp;lt;/tt&amp;gt; to &amp;quot;Lighten Only&amp;quot; and set its opacity to thirty percent.&lt;br /&gt;
&lt;br /&gt;
Switch to &amp;lt;tt&amp;gt;text-final&amp;lt;/tt&amp;gt;; summon the '''Bump Map''' dialog. Set the map to be bumped (Bump map) to &amp;lt;tt&amp;gt;text-map&amp;lt;/tt&amp;gt;; set azimuth to 135, elevation to forty, depth to twenty, and the rest to zero. Make sure that &amp;quot;Compensate for darkening&amp;quot; is checked. Afterwards, apply the effect.&lt;br /&gt;
&lt;br /&gt;
Switch to &amp;lt;tt&amp;gt;text-final lighting&amp;lt;/tt&amp;gt;; summon the bump map dialog; keep the same settings we used last time, but check &amp;quot;Invert bumpmap&amp;quot;; apply the effect.&lt;br /&gt;
&lt;br /&gt;
Drag down &amp;lt;tt&amp;gt;text-outline&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;text-shadow&amp;lt;/tt&amp;gt; by one pixel.&lt;br /&gt;
&lt;br /&gt;
Now, make sure that only the following layers are visible: &amp;lt;tt&amp;gt;text-outline&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;text-shadow&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;text-final&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;text-final lighting&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
After doing so, you should have a beautiful logo.&lt;br /&gt;
&lt;br /&gt;
'''Note: Like for the main logo, TRoW logo has to be cleared by the community (see the ending note in main logo section).'''&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
&lt;br /&gt;
As of {{DevFeature1.11}}, the maps and the localization process for them have changed. See [[MapLocalization]] for the new localization instructions.&lt;br /&gt;
&lt;br /&gt;
Each campaign comes with a map, where locations of events are highlighted as the scenarios progress. Since these locations are frequently mentioned in narration and character conversations, it may be more than merely a &amp;quot;nice touch&amp;quot; to match the map labels to in-game texts. In particular, the main map of Wesnoth, which is used by several campaigns, also figures as the background of the main menu.&lt;br /&gt;
&lt;br /&gt;
Luckily, most maps derive from the single source within the main repository:&lt;br /&gt;
&lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/cartography-tools/great-continent.xcf&lt;br /&gt;
&lt;br /&gt;
This Gimp source contains all topography features, as well as, most importantly, textual labels as separate layers. The procedure of localizing a map is thus this: export a PNG image with all the topography of required map, but without any text label, and then add translated labels to it. Here we'll work on the main menu map (&amp;lt;tt&amp;gt;data/core/images/maps/wesnoth.png&amp;lt;/tt&amp;gt;) as the example.&lt;br /&gt;
&lt;br /&gt;
The main menu map is assembled out of the following layers, not taking labels into account: &amp;lt;tt&amp;gt;Wesnoth topography&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Wesnoth Marsh&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Wesnoth Forests&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Wesnoth Roads&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Wesnoth Towns&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Border&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Border BG&amp;lt;/tt&amp;gt;. Make ''only'' these layers visible, then export them as PNG using '''File→Save a Copy...''' (choose '''Merge Visible Layers''' when asked, default PNG export options will do); name this PNG file &amp;lt;tt&amp;gt;wesnoth-topo.png&amp;lt;/tt&amp;gt;. Then, make the topography layer invisible, and make ''only'' the label layers visible: &amp;lt;tt&amp;gt;Wesnoth Human Names&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Wesnoth early labels&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Wesnoth late labels&amp;lt;/tt&amp;gt;, and export them too as &amp;lt;tt&amp;gt;wesnoth-labels.png&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Open the previously exported &amp;lt;tt&amp;gt;wesnoth-topo.png&amp;lt;/tt&amp;gt;, and immediately save it as ('''File→Save As...''') &amp;lt;tt&amp;gt;wesnoth-LANG.xcf&amp;lt;/tt&amp;gt;, where &amp;lt;tt&amp;gt;LANG&amp;lt;/tt&amp;gt; is your language code. Note the &amp;lt;tt&amp;gt;.xcf&amp;lt;/tt&amp;gt; extension, which means this is now no longer a plain PNG bitmap, but a Gimp XCF image. This will be the source of your localized map, to which you will be able to return to at any later moment (e.g. if a label needs to be changed to reflect updated translation). Change the name of the only layer, &amp;lt;tt&amp;gt;Background&amp;lt;/tt&amp;gt;, to &amp;lt;tt&amp;gt;topography&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Open the previously exported PNG of original labes as a layer with the current image ('''File→Open As Layers...'''). Tha labels will appear over the topography, visually resulting in composition just like the full map in the game. Change the name of the new layer to &amp;lt;tt&amp;gt;original-labels&amp;lt;/tt&amp;gt;. This layer serves only as guide to position the translated labels, so set its opacity to 25%-50% (slider at the top of layer view), such that it becomes unobtrusive, yet discernable enough to indicate label positions.&lt;br /&gt;
&lt;br /&gt;
The result so far should look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/topo-w-orig-labels.jpg&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now we are ready to start placing translated labels. For all labels, keep in mind to place them such that they are approximately covering the original label, as indicated by the dimmed &amp;lt;tt&amp;gt;&amp;gt;original-labels&amp;lt;/tt&amp;gt; layer.&lt;br /&gt;
&lt;br /&gt;
As for the font, original labels are written using Monotype Corsiva, which is easy to find for free download. If it does not contain all the glyphs needed for your language, another similar font to try is URW Chancery, which may already be installed by your distribution. If neither works, as usual try to find one that does and has a fantasy look to it.&lt;br /&gt;
&lt;br /&gt;
There are three distinct types of labels on the main map, so let's cover them from easiest to hardest to make.&lt;br /&gt;
&lt;br /&gt;
'''Plain Labels'''&lt;br /&gt;
&lt;br /&gt;
Plain text labels are the most numerous. They are merely properly colored horizontal text, written down directly on the map. Therefore, to make one such label, just use text tool ('''Tools→Text'''), choose font size (13pt is the size for most of the original labels), check all of '''Hinting''', '''Force auto-hinter''', and '''Antialiasing''', click on the place on the map where the label should be, and write out the translated name.&lt;br /&gt;
&lt;br /&gt;
You don't have to hit the desired position for the label exactly at the moment of writing. The label will become a special text layer, named by the text itself, which you can move around using the move tool ('''Tools→Transform Tools→Move'''). Note that you should ''not''' merge this text layer to any other layer, after you have finished positioning it. That way you will always be able to change the text at a later point (by double-clicking on the layer icon in layer view), rather than recreating it anew.&lt;br /&gt;
&lt;br /&gt;
The only slightly tricky bit here is choosing the color for the text. Original labels are not all of same color, but depend on the darkness and tone of the map below it (e.g. whether it is sea or land). To pick a proper color for each label, the easiest is to load the original PNG image (&amp;lt;tt&amp;gt;data/core/images/maps/wesnoth.png&amp;lt;/tt&amp;gt;) and use color picker ('''Tools→Color Picker''') to collect colors from each original label in turn. Since letters are antialiased, always pick the darkest color in the label.&lt;br /&gt;
&lt;br /&gt;
Here's a view of one label made like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/map-label-plain.jpg&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the special text layer &amp;quot;''Glinova šuma''&amp;quot; (&amp;quot;Glyn's Forest&amp;quot;) on the right, and how the transparent original label from the &amp;lt;tt&amp;gt;original-labels&amp;lt;/tt&amp;gt; layer is showing below the translated one. To have a clear view of the new text, you can switch &amp;lt;tt&amp;gt;original-labels&amp;lt;/tt&amp;gt; on and off by cliking on in the left column in layer list.&lt;br /&gt;
&lt;br /&gt;
'''Rotated Plain Labels'''&lt;br /&gt;
&lt;br /&gt;
Some of the plain labels are rotated to match the topographical feature, e.g. a river direction. To make such a label, first make the plain horizontal label as usual. This label now needs to be rotated.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Gimp cannot currently rotate text layers, so you first need to convert the text to ordinary layer ('''Layer→Discard Text Information'''). Then, to rotate the layer, open '''Layer→Transform→Arbitrary Rotation...''' dialog. Make sure that '''Interpolation:''' field in the tool view (outside of the dialog) is set to '''Cubic'''. In the dialog, move the slider around and observe the image, until the rotation is approximately the same as that of the transparent original label beneath, and click '''Rotate'''. To finally properly position the label, just move its layer to match the original label.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/map-label-plainrot.jpg&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The image above shows the translated &amp;quot;Bay of Pearls&amp;quot; (&amp;quot;''Biserni zaliv''&amp;quot;) label, where the rotated label layer is seen to be an ordinary layer, instead of special text layer (with editable text) such as the one for plain labels.&lt;br /&gt;
&lt;br /&gt;
'''Parchment Labels'''&lt;br /&gt;
&lt;br /&gt;
Labels covering forests, mountains, and other features with uneven background, are put on what appears to be a rectangular piece of parchment. Fortunatelly, the source Gimp image for original maps (the one you used to export initial topography), also contains assortment of various labeling parchments, on the &amp;lt;tt&amp;gt;Label Workshop&amp;lt;/tt&amp;gt; layer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/map-parchments.jpg&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The idea then is to copy the appropriate parchment from this layer to the localized image, and then put a plain label above it. The difficulty is that copied parchments cannot be used as-is, but should be cut to the length of text.&lt;br /&gt;
&lt;br /&gt;
First create two layers ('''Layer→New Layer...''') which will contain all the parchments, named &amp;lt;tt&amp;gt;label-parchments&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;label-parchments-woods&amp;lt;/tt&amp;gt;, and make them transparent. Place these layers just above the &amp;lt;tt&amp;gt;original-labels&amp;lt;/tt&amp;gt; layer, below all text label layers. You will then always copy parchments from the &amp;lt;tt&amp;gt;Label Workshop&amp;lt;/tt&amp;gt; layer of the original image, to one of these two layers in the localized image. If a parchment is fully or partly over woods terrain, it is placed on &amp;lt;tt&amp;gt;label-parchments-woods&amp;lt;/tt&amp;gt;, and otherwise to &amp;lt;tt&amp;gt;label-parchments&amp;lt;/tt&amp;gt;. Set opacity of &amp;lt;tt&amp;gt;label-parchments&amp;lt;/tt&amp;gt; to 75% and of &amp;lt;tt&amp;gt;label-parchments-woods&amp;lt;/tt&amp;gt; to 90%, to have slightly transparent parchments as in the original.&lt;br /&gt;
&lt;br /&gt;
To produce a parchment label, first write out a plain label over the map feature which should get the parchment background. This will serve to know how to position the parchment, and, more importantly, how to cut the parchment to the appropriate length. A parchment may need to be either extended or shrinked by cutting.&lt;br /&gt;
&lt;br /&gt;
To extend a parchment, cut away right portion of it, and paste it such as to nicely fit around the right end of the text. Then cut the remaining left portion and paste it to fit around left end of the text. There will now be a gap in the parchment, which you should fill out by copying and pasting a mid-portion of the same parchment from the &amp;lt;tt&amp;gt;Label Workshop&amp;lt;/tt&amp;gt; layer of the original image. To shrink a parchment, do the similar, only there will be no gap to fill after parts are cut and pasted. To decide where exactly to cut the parchment, check that when image is zoomed to 100%, there are no obvious joining artifacts (no repeating patterns, which brain easily notices).&lt;br /&gt;
&lt;br /&gt;
Here is the translated version of &amp;quot;Grey Woods&amp;quot; label (&amp;quot;''Sivošumlje''&amp;quot;), with one text layer like for a plain label, and the length-cut parchment on the newly created &amp;lt;tt&amp;gt;label-parchments-woods&amp;lt;/tt&amp;gt; layer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/map-label-parchment.jpg&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once all labels have been translated, make &amp;lt;tt&amp;gt;original-labels&amp;lt;/tt&amp;gt; layer invisible, and all other layers visible. Export the final PNG image using '''File→Save a Copy...'''. The name should be the same as the original PNG image, which is &amp;lt;tt&amp;gt;wesnoth.png&amp;lt;/tt&amp;gt; for the main map.&lt;br /&gt;
&lt;br /&gt;
=== Overlay Cuts ===&lt;br /&gt;
&lt;br /&gt;
The original image may have quite a heavy file size, while only small portions of it need to be translated. The main menu map is the prime example, with its 1.800 kB file size; if, say, ten languages would localize it and submit as full image, this map alone would make the distributed package grow by 18 megabytes. On the other hand, an image consisting of only the translated labels (with some portion of the map below them), and otherwise mostly transparent, would have about 180 kB. As mentioned [[#Overlay Images|earlier]], the game can overlay such transparent cuts over the original image at runtime, to produce the final localized image.&lt;br /&gt;
&lt;br /&gt;
We'll use the main menu map as the example for producing an overlay cut. Open the localized XCF image of the map, and add one more layer to it, &amp;lt;tt&amp;gt;overlay-mask&amp;lt;/tt&amp;gt;, also transparent. Place this layer on the top, and reduce its opacity to 50%. On it, we will draw a plain white rectangle over each translated label, such that it encompasses both the translated label ''and'' the original label (which is visible through semi-transparent &amp;lt;tt&amp;gt;original-labels&amp;lt;/tt&amp;gt; layer). To draw a rectangle, use rectangle selection tool ('''Tools→Selection Tools→Rectangle Selection'''), just like when about to copy-paste stuff. But, instead of copying/cutting anything, fill the selection with foreground color (which you should have set to white), using '''Edit→Fill with FG Color'''. This is the result:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/overlay-mask.jpg&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the selection rectangle has enveloped both the original label, &amp;quot;The Great Ocean&amp;quot;, and the translated label, ''Veliki okean''. This is necessary in order that when the translated label is smaller than the original, such as in this case, outer sections of the original label do not show through when the localized overlay is composed with the original image.&lt;br /&gt;
&lt;br /&gt;
You can of course use any of the Gimp's drawing tools to create white areas above labels. E.g. rectangle will cover more space than necessary for rotated labels, so there you may want to draw properly aligned lines using the pencil ('''Tools→Paint Tools→Pencil''') with a very thick round brush.&lt;br /&gt;
&lt;br /&gt;
Once you create masks over all translated labels, load the previously exported PNG of the localized map. Copy the &amp;lt;tt&amp;gt;overlay-mask&amp;lt;/tt&amp;gt; layer from the XCF to the PNG image, by dragging it from the layer view of the XCF to the image area of the PNG. ''Do not'' save the PNG image at that point, nor during any of the following steps; it should remain the ordinary, full localized image.&lt;br /&gt;
&lt;br /&gt;
Select the &amp;lt;tt&amp;gt;overlay-mask&amp;lt;/tt&amp;gt; layer just copied into the PNG (in fact, it will be named &amp;lt;tt&amp;gt;overlay-mask copy&amp;lt;/tt&amp;gt;, and the only other layer should be &amp;lt;tt&amp;gt;Background&amp;lt;/tt&amp;gt;) and execute '''Layer→Transparency→Alpha to Selection'''. This will create a selection out of the overlay layer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/overlay-layer-to-mask.jpg&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What remains to be done is straightforward. Without removing the selection, make &amp;lt;tt&amp;gt;overlay-mask&amp;lt;/tt&amp;gt; layer invisible, switch to the &amp;lt;tt&amp;gt;Background&amp;lt;/tt&amp;gt; layer, execute '''Select→Invert''', execute '''Edit→Delete''', and the overlay cut is complete:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/overlay-final.jpg&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save it as &amp;lt;tt&amp;gt;wesnoth--overlay.png&amp;lt;/tt&amp;gt;, where &amp;lt;tt&amp;gt;--overlay&amp;lt;/tt&amp;gt; ending is needed for the game to recognize that the image is not standalone, but an overlay. Remember to uncheck &amp;quot;Save color values from transparent pixels&amp;quot; option when exporting PNG, in order to create smaller overlay map.&lt;br /&gt;
&lt;br /&gt;
You should save the XCF image with &amp;lt;tt&amp;gt;overlay-mask&amp;lt;/tt&amp;gt; layer, rather than discarding it, so that at a later point you can modify the mask and repeat the few steps above to create the overlay cut (e.g. when translation of a label is changed).&lt;br /&gt;
&lt;br /&gt;
== Gimp For Translators ==&lt;br /&gt;
&lt;br /&gt;
Being a general-purpose bitmap-editing tool, beginners' tutorials on Gimp usually assume that the reader wants to go from the basics towards becoming a proficient Gimp user one day. This, however, provides too much breadth for the limited scope of retouching images for localization, as we are doing in this article. Of course, if you indeed would like to learn about bitmap editing in general, by all means do go through such tutorials (there are books too) in detail, and then return to this article to apply the obtained knowledge.&lt;br /&gt;
&lt;br /&gt;
If, on the other hand, you'd rather &amp;quot;just get the job done&amp;quot; (such as, for the most part, the initial author of this article), the following subsections shortly explain some crucial elements of Gimp needed to follow the instructions on [[#Creating Localized Images|creating localized images]]. You can also consider them a guideline to what to pay special attention to, if the next thing you do is look for a more in-depth tutorial text.&lt;br /&gt;
&lt;br /&gt;
=== Orientation ===&lt;br /&gt;
&lt;br /&gt;
Here is a downscaled screenshot of what ''may'' pop up when Gimp 2.6 is started (Gimp's layout is highly configurable, so you may see something somewhat different), with most important areas marked with numbered red dots:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-windows.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gimp uses ''single-document interface'', giving its elements as separate windows, such that they can be manipulated by the mechanisms of the desktop environment on which Gimp is run. For example, under typical Unix desktop environments (KDE, Gnome, etc.), user may want to work with Gimp on a virtual desktop dedicated to it.&lt;br /&gt;
&lt;br /&gt;
Number (1) marks the window which will contain the image, once opened or created a new (it's empty on the screenshot). There will be as many of these windows as there are images opened. (2) is the &amp;quot;toolbox&amp;quot;, the collection of icons representing Gimp's basic drawing, selection, transformation, etc. tools. All of them can also be activated from the '''Tools''' menu, and more importantly, by keyboard shortcuts. The two black/white overlapping rectangles at the bottom show the current foreground and background colors. You can select other colors by clicking on them. (3) is the tool options view, where the behavior of currently selected tool can be adjusted. (4) is the ''layer'' view, currently empty as no image is opened (more on layers later). These are just some of many elements of Gimp workspace, those most important to our present needs. If some is missing when you start Gimp on your machine, try turning it on through the '''Windows→Dockable Dialogs''' menu.&lt;br /&gt;
&lt;br /&gt;
Let's now create an image, with ''transparent'' background. Go to '''File→New...''', set width and height to something smaller (e.g. 320×256 pixels), expand '''Advanced Options''', and under '''Fill with:''' select '''Transparency'''. In the image window you should now see a light-dark gray checkerboard pattern, and the layer view should list the &amp;lt;tt&amp;gt;Background&amp;lt;/tt&amp;gt; layer.&lt;br /&gt;
&lt;br /&gt;
To paint something on the empty image, select the pencil tool (click on pencil icon in toolbox, select '''Tools→Paint Tools→Pencil''' from the menu, or simply press N on keyboard). In tool options, click right of '''Brush:''' and select a bigger circle from the different brushes. Now simply start painting over the image, by holding left mouse button. Change the foreground color (by clicking on its rectangle in toolbox) to something else, then paint some more. Here's a possible result of this highly precise action we just undertook:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-nibblets.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of note are the options to the pencil tool on the lower left (e.g. &amp;quot;Circle (19)&amp;quot; selected as brush), and the layers view which shows the single &amp;lt;tt&amp;gt;Background&amp;lt;/tt&amp;gt; layer. What's this with layers, anyway?&lt;br /&gt;
&lt;br /&gt;
=== Layers ===&lt;br /&gt;
&lt;br /&gt;
Layers are one of fundamental concepts when working with just about any kind of images and drawings, bitmap or otherwise. Rather then theorizing about it, let us immediately create another layer. Either select '''Layer→New Layer...''' from the menu, click on the blank sheet icon in lower left corner of layer view, or press Ctrl+Shift+N. In the dialog that pops up, set layer name to &amp;lt;tt&amp;gt;Doodle&amp;lt;/tt&amp;gt;, make sure '''Transparency''' is selected, and click '''Ok'''. In the layer view you will now see the &amp;lt;tt&amp;gt;Doodle&amp;lt;/tt&amp;gt; layer, which will be highlighted and above the &amp;lt;tt&amp;gt;Background&amp;lt;/tt&amp;gt; layer.&lt;br /&gt;
&lt;br /&gt;
Repeat fooling around with pencil tool, while making sure that &amp;lt;tt&amp;gt;Doodle&amp;lt;/tt&amp;gt; layer is highlighted in the layer view:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-nibblets-twolay.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the icons left of layer names in layer view: they reflect the layer content, and it appears that the black and blue lines are on &amp;lt;tt&amp;gt;Background&amp;lt;/tt&amp;gt;, while red and white are on &amp;lt;tt&amp;gt;Doodle&amp;lt;/tt&amp;gt; layer. This is precisely what had happened, because &amp;lt;tt&amp;gt;Background&amp;lt;/tt&amp;gt; layer was the active one (highlighted in layer view) while painting the first time, and the &amp;lt;tt&amp;gt;Doodle&amp;lt;/tt&amp;gt; layer while painting the second time.&lt;br /&gt;
&lt;br /&gt;
Yet further left of layer names are &amp;quot;eye&amp;quot; icons, which show that layers are visible. Clicking on them will make layers visible or invisible; observe how the content of respective layer disappears and appears on the image together with switching the visibility. A layer can also be made semi-transparent, rather than completely invisible. Try playing with the '''Opacity:''' slider at the top of layer view while the &amp;lt;tt&amp;gt;Doodle&amp;lt;/tt&amp;gt; layer is selected.&lt;br /&gt;
&lt;br /&gt;
You may immediately realize some uses of layers. For example, a text label on a drawing can be added as a separate layer, without irreparably changing the basic drawing, such that it is easy to change the text later on. Layers can also be duplicated with all the content, in order to slightly change one and try which of the two versions better fits with the complete image. And so on. Any realistic image worked on with Gimp will contain at least several layers, and there may easily be tens of them.&lt;br /&gt;
&lt;br /&gt;
Always keep in mind that, same as it happened above with the pencil tool, almost all painting, transforming, colorizing and other operations influence only the currently selected layer (the one highlighted in layer view). An easy oversight to make when there are many layers is to select the wrong layer, or forget to select the desired one, prior to performing an operation. Of course, there's always '''Undo'''.&lt;br /&gt;
&lt;br /&gt;
=== Selection ===&lt;br /&gt;
&lt;br /&gt;
Time to start copying and pasting things around. Same as with text, a portion of image needs to be first ''selected'', to be copied or cut, and then pasted. Unlike as with text, there are many ways in which the selection can be made: just take a look in '''Tools→Selection Tools'''. The basic of those is probably the rectangle selection; to activate it, click on dotted rectangle icon in toolbox, select '''Tools→Selection Tools→Rectangle Select''' from the menu, or press R on keyboard. Before doing anything, make sure &amp;lt;tt&amp;gt;Background&amp;lt;/tt&amp;gt; layer is selected.&lt;br /&gt;
&lt;br /&gt;
Left click somewhere on the image and drag the pointer. A translucent rectangle frame will spread from the point of click as you drag the pointer. After releasing the mouse button, the rectangle will become white-black dashed, with dashes moving around (the &amp;quot;marching ants&amp;quot; pattern). By this, you have made a selection (there will also be four smaller rectangles in its corners, which you can use to further adjust the selection sweep). To cancel the selection, without doing anything, just click somewhere outside of it.&lt;br /&gt;
&lt;br /&gt;
Now copy the selection to clipboard, by pressing the usual Ctrl+C, or selecting '''Edit→Copy''' from the menu. Copying itself will not yield any visual effect. The important bits start to occur when you paste the copied selection, by Ctrl+V or '''Edit→Paste'''. Pasted selection will appear at the same place where the original was. There are several things to observe now:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-selection-copy-paste.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The selection contour will be slightly changed to show exactly what was copied, omitting any transparent regions in the original selection.&lt;br /&gt;
&lt;br /&gt;
* A new layer, named &amp;lt;tt&amp;gt;Floating Selection (Pasted Layer)&amp;lt;/tt&amp;gt; has appeared. This is a ''temporary'' layer, which may either be made a permanent layer by selecting '''Layer→New Layer...''', or may be merged into the previously selected layer by canceling the selection (e.g. clicking outside of it). You can move the pasted layer around by left clicking and dragging within it.&lt;br /&gt;
&lt;br /&gt;
* Because you have hit copy when &amp;lt;tt&amp;gt;Background&amp;lt;/tt&amp;gt; layer was selected, only the content within selection and on that layer got copied and pasted. You can even make selection while one layer is active, then switch to another, and hit copy to grab the portion of that other layer. Also, while pasting action puts copy on its own temporary layer, canceling the selection will merge it into previously selected layer.&lt;br /&gt;
&lt;br /&gt;
If you turn temporary pasted layer into a permanent layer, you will notice the motionless yellow-black dashed contour. It is also visible in the screenshot above, at sections not covered with moving white-black pattern. This contour shows the layer boundaries, that is, every layer can have its own size independent of the image size. The boundary size of a layer can be adjusted using '''Layer→Layer Boundary Size...'''. Instead of changing boundaries, layer can be resized with all its content using '''Layer→Scale Layer...'''.&lt;br /&gt;
&lt;br /&gt;
You can now explore other ways of making selections (remember, clicking out of selection area while selection tool is active will cancel the current selection). E.g. if you choose '''Tools→Selection Tools→Fuzzy Select''', make &amp;lt;tt&amp;gt;Background&amp;lt;/tt&amp;gt; layer active, and click somewhere on the thick blue line in the screenshot above, exactly this entire line will be selected. Every selection tool has some options in the tool view, which may be tweaked to affect exactly what is selected. For the fuzzy selection, for example, one can adjust the color sensitivity ('''Threshold:''' slider) to affect how much big a color difference is used to determine boundaries of selection.&lt;br /&gt;
&lt;br /&gt;
Same as most modification operations affect only the currently selected layer, in presence of selection they also usually affect only the selected area. To test, make a rectangle selection, then switch to pencil tool and try to draw on the image. The pencil will leave trace only within the area of the selection, and on the currently active layer.&lt;br /&gt;
&lt;br /&gt;
=== Text ===&lt;br /&gt;
&lt;br /&gt;
Of the many painting tools, a particularly important one for localizing images will be, naturally, the text tool. It is activated by pressing the big A icon in the toolbox, '''Tools→Text''' menu item, or T on keyboard. Activate the text tool, and click somewhere on the image (to unclutter the view, make the &amp;lt;tt&amp;gt;Background&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;Doodle&amp;lt;/tt&amp;gt; layers invisible). Click somewhere on the image, and a text input dialog will pop up. After typing something, we may obtain:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-text-tool.png&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost every part of this screenshots presents some important points.&lt;br /&gt;
&lt;br /&gt;
On the left, the tool options for the text tools are shown. Here you can select the basics (font, size, and color), but also some other important options. The three checkboxes affect how the font is rendered: antialiasing makes letters non-jagged against the transparent background, and the two hinting options improve the shape of letters. You will almost always want to have all these checked. The justification buttons allow you to left-align, center, etc. the text. The three spinboxes bellow are used to tweak the spacing between letters (you can shrink the text that looks to wide, or shrink the distance between two lines of text).&lt;br /&gt;
&lt;br /&gt;
In the center you can see the rendered text in top left corner of the image, and superimposed text input dialog over the image window. There you can also load some text from file, in case of longer texts.&lt;br /&gt;
&lt;br /&gt;
On the right, in layer view, notice that the entered text got its own layer (named by the text itself), similar to what happens when selection is pasted. Unlike the temporary pasted layer, the text layer is permanent, but also special in that double-clicking its icon will allow you to edit the text at a later point (that's why its icon is a generic text-like icon, instead of showing layer content). Text layers can be changed into an ordinary layers by executing '''Layer→Discard Text Information''', but you will want to do this only if you need to do some arbitrary transformations on the text. The boundary of text layer is only as wide and high as the text, so you can move the text layer around.&lt;br /&gt;
&lt;br /&gt;
=== Saving Images ===&lt;br /&gt;
&lt;br /&gt;
Always save images first and formost in Gimp's native format, XCF. This will keep all the information, such as layers and selections, so that you can pick up editing the image just where you left. Consider the XCF format as your &amp;quot;source&amp;quot;, on which you work and from which you &amp;quot;build&amp;quot; the final ordinary (or &amp;quot;flat&amp;quot;) bitmap images.&lt;br /&gt;
&lt;br /&gt;
When the image is ready for delivery, when you have made all necessary layers visible and helper or test layers invisible, you can save the image in one of flat bitmap formats. Two typical are PNG and JPEG, with the following very important difference between them. PNG is a &amp;quot;lossless&amp;quot; format, which means that every pixel in shown to the user just as it was in the source, XCF image, when the PNG was saved. JPEG is a &amp;quot;lossy&amp;quot; format, which compresses the image such that it's rather near to original, but not exactly and possibly with some ungainly visual artifacts, at the benefit of frequently considerably reducing the image size. PNG is what you will need for allmost all in-game localized images, as the originals are PNG images too. This is natural for game graphics, since it needs to be crisp, without any compression artifacts. JPEG is typically used for photographs, which would be huge if left uncompressed, and instructive screenshots which do not need crisp looks (e.g. for images in the manual).&lt;br /&gt;
&lt;br /&gt;
To make a PNG image, you may as a matter of habit reach for '''File→Save As...''', and there select PNG as output format and save; then, to get back to the XCF source, you will close the PNG, and open the XCF again. To avoid this usual routine, there is the '''File→Save a Copy...''' action, which unlike '''Save As...''' will not switch to the newly saved PNG image, but let you continue working on the original XCF after saving.&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=External_Tutorials&amp;diff=48060</id>
		<title>External Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=External_Tutorials&amp;diff=48060"/>
		<updated>2012-12-16T14:15:50Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* General Art Instruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right; margin-left:1em;&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On this page, there are links to several tutorials covering all manner of artwork, including sprite art.  No guarantees on how long the links will last, but then, the beauty of using a wiki is that anyone can submit corrections to them.  Hopefully, this should provide a very good base of knowledge to work from.  None of these can substitute for practice, rather these exist to guide your practice, and help it to improve your skill rapidly, rather than having you flog away at simple cartoon forms for years and not learn anything.&lt;br /&gt;
&lt;br /&gt;
As stated in some of Jetrel's other tutorials here, ''do not'' jump into the sprite tutorials and ignore the works on general or figure drawing.  If you intend to draw sprites well, the ability to draw and visualize the subject in a general sense is an absolute prerequisite.  Without exception, the best sprite artists are such because they have good basic art skills; understanding of shading, light, proportion, edging, foreshortening, etc.&lt;br /&gt;
&lt;br /&gt;
You can't fake those - even if you never practice anything but spritework, the tutorials for &amp;quot;higher art&amp;quot; are very applicable, and will improve your spriting skill considerably.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Art Instruction ==&lt;br /&gt;
&lt;br /&gt;
===Andrew Loomis Books===&lt;br /&gt;
&lt;br /&gt;
Andrew Loomis is a master of his field. ''Read his books!'' They are classics, and are of pristine educational calibre. If you have any interest in drawing human beings though, they will help you more than the rest of the tutorials on this page, combined.&lt;br /&gt;
&lt;br /&gt;
They unfortunately have been out of print for a long time now, and will not enter the public domain any time soon. Copies are highly priced and hard to find in most cases. On the other hand, due to demand, pirated copies are widely available online — it’s just a fact, we don't endorse piracy.&lt;br /&gt;
&lt;br /&gt;
You can start with ''Fun with a Pencil'' and ''Figure Drawing for all it's Worth''.&lt;br /&gt;
&lt;br /&gt;
===Other Resources===&lt;br /&gt;
&lt;br /&gt;
For anatomy George B. Bridgman actually taught Andrew Loomis and is was well regarded for his contributions to art education, his books are still in print and pretty cheap, if you can pick up the smaller individual books I highly recommend doing so, &amp;quot;Bridgman's Complete Guide to Drawing from Life&amp;quot; is a large collection comprising of most of the same drawings and text but due to the changed order and layout is not nearly as good as the originals, luckily some of them have recently entered the public domain and are available from the Internet Archive.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Constructive Anatomy&amp;quot; seems a good place to start, &amp;quot;The Human Machine&amp;quot; is much more useful as a reference.&lt;br /&gt;
&lt;br /&gt;
http://www.archive.org/details/constructiveanat00briduoft&lt;br /&gt;
&lt;br /&gt;
http://www.archive.org/details/humanmachinethea009564mbp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Condensed human figure tutorial by DeviantArt member coelasquid.&lt;br /&gt;
&lt;br /&gt;
http://coelasquid.deviantart.com/art/How-to-draw-all-sorts-of-crap-104342407&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kodak company made the following, very comprehensive introduction to composition.  These rules apply to pictures as well, and will help you when laying out the subjects in a picture.&lt;br /&gt;
&lt;br /&gt;
http://asp.photo.free.fr/Composition/photoProgramCompMainClass.shtml&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following site has a very high-level and overbearing tutorial on color theory.  It's quite useful to experts, but will probably confuse a beginner.&lt;br /&gt;
&lt;br /&gt;
http://handprint.com/HP/WCL/wcolor.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Itchy Animation has, amongst other things, a tutorial on the rarely-covered subject of the behaviour of light and its effects on color (rarely covered from an artists' perspective, that is).&lt;br /&gt;
&lt;br /&gt;
http://www.itchy-animation.co.uk/&lt;br /&gt;
&lt;br /&gt;
http://www.itchy-animation.co.uk/tutorials/light01.htm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GFXartist.com has several tutorials from different artists, including the painter Craig Mullins, who has, for nearly a decade, been the favorite artist of wesnoth's art slave &amp;quot;Jetrel,&amp;quot; and has a good chance of keeping that position for the rest of either fellow's time on this earth.  (J- I can't say enough good things about that guy; I would honestly rank him among the greats, like Rembrandt, or Picasso - he's *that* good.  The tutorials posted on that site do him little justice - for a better sample, his personal site is http://www.goodbrush.com/ , which has over a thousand of his works.)&lt;br /&gt;
&lt;br /&gt;
http://www.gfxartist.com/features/tutorials&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The excellent pencil artist Mike Sibley has a series of tutorials on techniques he uses on his site.  Though some are a bit specific to drawing with graphite, his discussion of negative drawing is very useful to any artist.&lt;br /&gt;
&lt;br /&gt;
http://www.sibleyfineart.com/index.htm?tipsndx.htm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following website, titled &amp;quot;portrait-artist.org&amp;quot;, offers quite a few good tutorials on portrait drawing.  Though it might not live up to the 'tall order' implied by its name, it's fairly comprehensive:&lt;br /&gt;
&lt;br /&gt;
http://www.portrait-artist.org/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An excellent skin tutorial by DeviantArt member acidlullaby.&lt;br /&gt;
&lt;br /&gt;
http://acidlullaby.deviantart.com/art/Skin-Tutorial-90966884&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This website already features a couple of great painting tutorials and has potential to grow.&lt;br /&gt;
&lt;br /&gt;
http://www.outofpaint.com&lt;br /&gt;
&lt;br /&gt;
== Tutorials on using Computer Graphics Software ==&lt;br /&gt;
&lt;br /&gt;
Good-tutorials.com has over 8000 various tutorials covering different aspects of the popular program, &amp;quot;Adobe® Photoshop®.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
http://www.good-tutorials.com/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The official collection of GIMP tutorials on www.gimp.org. Includes tutorials for users of all skill levels, from beginner through expert.&lt;br /&gt;
&lt;br /&gt;
http://www.gimp.org/tutorials/&lt;br /&gt;
&lt;br /&gt;
== Sprite Art ==&lt;br /&gt;
&lt;br /&gt;
The medium used to create sprite art is known as 'pixel art'. If you do not understand what pixel art is, or if you have only a general understanding of what it is, I suggest reading [http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299 The Pixel Art Tutorial] by Cure. It is comprised of a series of sequential forum posts on the www.pixeljoint.com forum and gives an in-depth overview of pixel art, explaining in detail what pixel art is and what it is not. Although aimed primarily at those who are new to pixel art, the tutorial can also be helpful to more advanced pixel artists. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An excellent pixel art tutorial that covers a lot of fundamental spriting and pixel art concepts, from sketching and selout to palettes and antialiasing. HIGHLY recommended for pixel artists of all skill levels.&lt;br /&gt;
&lt;br /&gt;
http://purloux.com/artwork/tutorials/rundown/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A very worthwhile mini-tutorial by veteran spriter and pixel artist (and Wesnoth contributor) Neoriceisgood, in which he explains his spriting workflow step-by-step, from the initial sketch to the finished product. (Note: the tutorial is in the form of a 1208x1660 .png file.)&lt;br /&gt;
&lt;br /&gt;
[http://fc01.deviantart.net/fs15/f/2007/063/e/a/How_to_make_sprite_by_Neoriceisgood.png How_to_make_sprite_by_Neoriceisgood.png]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zoggles has a wealth of tutorials made by many different people, some good, some bad.&lt;br /&gt;
&lt;br /&gt;
http://www.zoggles.co.uk/asp/tutorials.asp?show=index&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Russian site featuring several tutorials - you may need to click on the &amp;quot;English&amp;quot; link to view the site in a language you can understand, unless you have the privilege of knowing Russian.&lt;br /&gt;
&lt;br /&gt;
http://www.gas13.ru/tutorials/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fellow named mark posted several tutorials at the following site.  Most of them are fairly decent:&lt;br /&gt;
&lt;br /&gt;
http://www.natomic.com/hosted/marks/mpat/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following is a forum post on some spriting forum containing a list of links to different pixel tutorials.  Some are of banal quality, your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
http://pixeljoint.com/forum/forum_posts.asp?TID=706&amp;amp;PN=1&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
&lt;br /&gt;
Carin Perron has posted an excellent tutorial on the basic principles of animation.&lt;br /&gt;
&lt;br /&gt;
http://www.writer2001.com/animprin.htm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A very worthwhile tutorial on creating walking animations, covers essential details such as rotation, movement arcs, etc.&lt;br /&gt;
&lt;br /&gt;
http://www.angryanimator.com/word/2010/11/26/tutorial-2-walk-cycle/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another walking animation tutorial:&lt;br /&gt;
&lt;br /&gt;
http://www.dungeoncraftgame.com/blog/?p=39#more-39&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[Art Tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37765</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37765"/>
		<updated>2010-08-02T16:08:44Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Son of the Black Eye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Hush, Vraurk, &amp;lt;del&amp;gt;We&amp;lt;/del&amp;gt; must trust [...]&lt;br /&gt;
:Hush, Vraurk, &amp;lt;ins&amp;gt;we&amp;lt;/ins&amp;gt; must trust [...]&lt;br /&gt;
&lt;br /&gt;
[...] you should have eaten that Grüü, you don't look so good.&lt;br /&gt;
:[...] you should have eaten that&amp;lt;ins&amp;gt;,&amp;lt;/ins&amp;gt; Grüü, you don't look so good.&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37764</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37764"/>
		<updated>2010-08-02T16:08:22Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Son of the Black Eye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Hush, Vraurk, &amp;lt;del&amp;gt;We&amp;lt;/del&amp;gt; must trust [...]&lt;br /&gt;
:Hush, Vraurk, &amp;lt;ins&amp;gt;we&amp;lt;/ins&amp;gt; must trust [...]&lt;br /&gt;
&lt;br /&gt;
[...] you should have eaten that Grüü, you don't look so good.&lt;br /&gt;
:[...] you should have eaten that &amp;lt;ins&amp;gt;,&amp;lt;/ins&amp;gt;Grüü, you don't look so good.&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37763</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37763"/>
		<updated>2010-08-01T21:14:26Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Son of the Black Eye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Hush, Vraurk, &amp;lt;del&amp;gt;We&amp;lt;/del&amp;gt; must trust [...]&lt;br /&gt;
:Hush, Vraurk, &amp;lt;ins&amp;gt;we&amp;lt;/ins&amp;gt; must trust [...]&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesCamp&amp;diff=37667</id>
		<title>WesCamp</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesCamp&amp;diff=37667"/>
		<updated>2010-07-21T22:12:15Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* How to contribute to this Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Wescamp-i18n =&lt;br /&gt;
This page is dedicated to describing how to translate User-made Campaigns with the help of the project [https://developer.berlios.de/projects/wescamp-i18n Wescamp-i18n].&lt;br /&gt;
This project is hosted at berlios.de and maintained by Torangan ( david AT torangan.de ). Campaigns are uploaded&lt;br /&gt;
into the SVN rep and po-files of the campaigns are created. The po-files are updated regularly and the stats are shown at&lt;br /&gt;
http://gettext.wesnoth.org.&lt;br /&gt;
&lt;br /&gt;
== If you are someone who just wants to translate a campaign ==&lt;br /&gt;
Then, simply go to http://gettext.wesnoth.org, and download the .po file of your chosen campaign and language. Then read the information '''for translators''' on this page here, to know who to tell what you are working on, and where to submit your translations.&lt;br /&gt;
&lt;br /&gt;
== How to contribute to this Project ==&lt;br /&gt;
'' ''' Campaign Designers ''' ''&lt;br /&gt;
&lt;br /&gt;
If you want to contribute to this project, you should follow this list:&lt;br /&gt;
* Make sure that there is a _ (underscore) in front of the strings that can be translated.&lt;br /&gt;
* ''Never'' mark an empty string (&amp;quot;&amp;quot;) as translatable. In other words, avoid this:&lt;br /&gt;
  attribute= _ &amp;quot;&amp;quot;&lt;br /&gt;
* Make sure that you've got the #textdomain directives right. More information in this thread:  [http://www.wesnoth.org/forum/viewtopic.php?t=5535 Changes to translating user campaigns in wesnoth (post 0.9.1)].&lt;br /&gt;
* Notice that when you reuse official units, you can put them into the textdomain wesnoth and the game will automatically use the official translations. This does not work for textdomains from other campaigns hosted here, only for the official textdomains. It also makes sense to have the description in your textdomain and to put an #textdomain wesnoth before the [attack] part. There's no real need to translate sword, bow and friends in every campaign.&lt;br /&gt;
* If you want the names of attacks to be translatable, you need to add a field description = _&amp;quot;whatever&amp;quot; into the [attack] tag. This should be the same value as used for name= but that one can't be translated. As mentioned above, this only makes sense if you're using a new name.&lt;br /&gt;
* Please use the split objectives syntax  [http://www.wesnoth.org/forum/viewtopic.php?t=5060 as described here]. (The exact definition is in the post from Ayin at the end of the page.)&lt;br /&gt;
* If you have further questions feel free to join the irc channel #wesnoth on irc.freenode.net and ask in there. You can also ask your questions in the forum, or directly contact Torangan ( david AT torangan.de ).&lt;br /&gt;
* add a key &amp;quot;translate&amp;quot; into your .pbl file and set it to true, the rest will then happen automatically&lt;br /&gt;
&lt;br /&gt;
'' ''' Translators ''' ''&lt;br /&gt;
&lt;br /&gt;
Translating user campaigns is the same as translating the normal files. All the info about this already exists in&lt;br /&gt;
the wiki (see the links below). The files you need are located at [http://svn.berlios.de/viewvc/wescamp-i18n/ here]. When they&lt;br /&gt;
are translated mail them to Torangan ( david AT torangan.de ).&lt;br /&gt;
Before you start translating you should&lt;br /&gt;
* look at the sub-page of the campaign you want to translate, to see if somebody is already working on it.&lt;br /&gt;
* contact the translation team for the official part, maybe they've got a list of common translations or other stuff&lt;br /&gt;
If you have further questions, join the ircchannel #wesnoth on irc.freenode.net and ask them in there. Of course you will&lt;br /&gt;
also get answers if you ask your questions in the Forum, or mail Torangan.&lt;br /&gt;
&lt;br /&gt;
A very useful tool for translation can be found here: [http://www.poedit.net/ poedit].&lt;br /&gt;
&lt;br /&gt;
== Campaigns in the rep ==&lt;br /&gt;
Here is a list of the campaigns that are already in the repository. The subpages are used to coordinate your and our&lt;br /&gt;
efforts. We will put in there a list of the translators working on the specific campaign.&lt;br /&gt;
* [[CampaignANewOrder|A New Order]]&lt;br /&gt;
* [[CampaignDelfadorsMemoirs|Delfador's Memoirs]]&lt;br /&gt;
* [[CampaignEpicOfVaniyera|Epic of Vaniyera]]&lt;br /&gt;
* [[CampaignFlightFreedom|Flight to Freedom]]&lt;br /&gt;
* [[CampaignEliador|Invasion of Eliador]]&lt;br /&gt;
* [[CampaignMageRepublic|Mage Republic]]&lt;br /&gt;
* [[CampaignMysteryCampaign|Mystery Campaign]]&lt;br /&gt;
* [[CampaignOrcishIncursion|Orcish Incursion]]&lt;br /&gt;
* [[CampaignSavingElensefar|Saving Elensefar]]&lt;br /&gt;
* [[CampaignNewThreat|The Dark Elves: A New Threat]]&lt;br /&gt;
* [[CampaignUnrest|Unrest in Elfland]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[GettextForTranslators|GetText for Translators]] - how to translate Wesnoth under [[GetText]]&lt;br /&gt;
* [[WesnothTranslations|Wesnoth Translations]]&lt;br /&gt;
* [[TranslatorsGuide|Translators' Guide]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translation statistics]&lt;br /&gt;
* [https://developer.berlios.de/projects/wescamp-i18n Wescamp-i18n project at Berlios.de]&lt;br /&gt;
* [http://svn.berlios.de/viewcvs/wescamp-i18n/ Wescamp-i18n SVN-Tree]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations|*]]&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37144</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37144"/>
		<updated>2010-07-12T17:29:33Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Northern Rebirth */ espied → spied&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma: &amp;quot;&amp;lt;del&amp;gt;Form, up&amp;lt;/del&amp;gt; men!&amp;quot; → &amp;quot;&amp;lt;ins&amp;gt;Form up,&amp;lt;/ins&amp;gt; men!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Cave_Serpent.cfg&amp;lt;/tt&amp;gt;: &amp;quot;sunlit &amp;lt;del&amp;gt;word&amp;lt;/del&amp;gt;&amp;quot; → &amp;quot;sunlit &amp;lt;ins&amp;gt;world&amp;lt;/ins&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;08b_Ray_of_Hope.cfg:69&amp;lt;/tt&amp;gt;: &amp;quot;[...] It was &amp;lt;del&amp;gt;I&amp;lt;/del&amp;gt; who [...]&amp;quot; → &amp;quot;[...] It was &amp;lt;ins&amp;gt;me&amp;lt;/ins&amp;gt; who [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09a_Introductions.cfg:158&amp;lt;/tt&amp;gt;: &amp;quot;[...] they scrounged up bows and &amp;lt;del&amp;gt;a&amp;lt;/del&amp;gt; cudgels from [...]&amp;quot; → &amp;quot;[...] they scrounged up bows and cudgels from [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09a_Introductions.cfg:211&amp;lt;/tt&amp;gt;: &amp;quot;[...] By now they &amp;lt;del&amp;gt;can&amp;lt;/del&amp;gt; be more then two days' march from here. [...]&amp;quot; → &amp;quot;[...] By now they &amp;lt;ins&amp;gt;can't&amp;lt;/ins&amp;gt; be more then two days' march from here. [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09b_Judgement.cfg:138&amp;lt;/tt&amp;gt;: &amp;quot;Yes, Tallin - it is &amp;lt;del&amp;gt;I&amp;lt;/del&amp;gt;.&amp;quot; → &amp;quot;Yes, Tallin - it is &amp;lt;ins&amp;gt;me&amp;lt;/ins&amp;gt;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;10a_Stolen_Gold.cfg:629&amp;lt;/tt&amp;gt;: &amp;quot;Krash man, you are [...]&amp;quot; → &amp;quot;Krash&amp;lt;ins&amp;gt;,&amp;lt;/ins&amp;gt; man, you are [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;10a_Stolen_Gold.cfg:1077&amp;lt;/tt&amp;gt;: &amp;quot;It is an honor to meet you Tallin.&amp;quot; → &amp;quot;It is an honor to meet you&amp;lt;ins&amp;gt;,&amp;lt;/ins&amp;gt; Tallin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;12a_Get_the_Gold.cfg:111&amp;lt;/tt&amp;gt;&amp;gt;: &amp;quot;[...] the elvish forces had been &amp;lt;del&amp;gt;espied&amp;lt;/del&amp;gt; fighting a desperate battle [...]&amp;quot; → &amp;quot;[...] the elvish forces had been &amp;lt;ins&amp;gt;spied&amp;lt;/ins&amp;gt; fighting a desperate battle [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
The Uprooting: The scenario doesn't end after killing Wrulf &amp;quot;Early finish bonus: Defeat Wrulf&amp;quot; -&amp;gt; &amp;quot;Bonus objective: Defeat Wrulf&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&amp;quot;&lt;br /&gt;
:&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&amp;quot;Hint: Learning the enemy spawnpoints and types helps [http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html alot].&amp;quot;&lt;br /&gt;
:&amp;quot;Hint: Learning the enemy spawnpoints and types helps '''a lot'''.&amp;quot; (since I'm not a natural English speaker, I'm not sure if &amp;quot;spawnpoints&amp;quot; is ok or not)&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37090</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37090"/>
		<updated>2010-07-06T18:38:50Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Northern Rebirth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma: &amp;quot;&amp;lt;del&amp;gt;Form, up&amp;lt;/del&amp;gt; men!&amp;quot; → &amp;quot;&amp;lt;ins&amp;gt;Form up,&amp;lt;/ins&amp;gt; men!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Cave_Serpent.cfg&amp;lt;/tt&amp;gt;: &amp;quot;sunlit &amp;lt;del&amp;gt;word&amp;lt;/del&amp;gt;&amp;quot; → &amp;quot;sunlit &amp;lt;ins&amp;gt;world&amp;lt;/ins&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;08b_Ray_of_Hope.cfg:69&amp;lt;/tt&amp;gt;: &amp;quot;[...] It was &amp;lt;del&amp;gt;I&amp;lt;/del&amp;gt; who [...]&amp;quot; → &amp;quot;[...] It was &amp;lt;ins&amp;gt;me&amp;lt;/ins&amp;gt; who [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09a_Introductions.cfg:158&amp;lt;/tt&amp;gt;: &amp;quot;[...] they scrounged up bows and &amp;lt;del&amp;gt;a&amp;lt;/del&amp;gt; cudgels from [...]&amp;quot; → &amp;quot;[...] they scrounged up bows and cudgels from [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09a_Introductions.cfg:211&amp;lt;/tt&amp;gt;: &amp;quot;[...] By now they &amp;lt;del&amp;gt;can&amp;lt;/del&amp;gt; be more then two days' march from here. [...]&amp;quot; → &amp;quot;[...] By now they &amp;lt;ins&amp;gt;can't&amp;lt;/ins&amp;gt; be more then two days' march from here. [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09b_Judgement.cfg:138&amp;lt;/tt&amp;gt;: &amp;quot;Yes, Tallin - it is &amp;lt;del&amp;gt;I&amp;lt;/del&amp;gt;.&amp;quot; → &amp;quot;Yes, Tallin - it is &amp;lt;ins&amp;gt;me&amp;lt;/ins&amp;gt;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;10a_Stolen_Gold.cfg:629&amp;lt;/tt&amp;gt;: &amp;quot;Krash man, you are [...]&amp;quot; → &amp;quot;Krash&amp;lt;ins&amp;gt;,&amp;lt;/ins&amp;gt; man, you are [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;10a_Stolen_Gold.cfg:1077&amp;lt;/tt&amp;gt;: &amp;quot;It is an honor to meet you Tallin.&amp;quot; → &amp;quot;It is an honor to meet you&amp;lt;ins&amp;gt;,&amp;lt;/ins&amp;gt; Tallin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&amp;quot;&lt;br /&gt;
:&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&amp;quot;Hint: Learning the enemy spawnpoints and types helps [http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html alot].&amp;quot;&lt;br /&gt;
:&amp;quot;Hint: Learning the enemy spawnpoints and types helps '''a lot'''.&amp;quot; (since I'm not a natural English speaker, I'm not sure if &amp;quot;spawnpoints&amp;quot; is ok or not)&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37089</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37089"/>
		<updated>2010-07-06T17:18:59Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Northern Rebirth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma: &amp;quot;&amp;lt;del&amp;gt;Form, up&amp;lt;/del&amp;gt; men!&amp;quot; → &amp;quot;&amp;lt;ins&amp;gt;Form up,&amp;lt;/ins&amp;gt; men!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Cave_Serpent.cfg&amp;lt;/tt&amp;gt;: &amp;quot;sunlit &amp;lt;del&amp;gt;word&amp;lt;/del&amp;gt;&amp;quot; → &amp;quot;sunlit &amp;lt;ins&amp;gt;world&amp;lt;/ins&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;08b_Ray_of_Hope.cfg:69&amp;lt;/tt&amp;gt;: &amp;quot;[...] It was &amp;lt;del&amp;gt;I&amp;lt;/del&amp;gt; who [...]&amp;quot; → &amp;quot;[...] It was &amp;lt;ins&amp;gt;me&amp;lt;/ins&amp;gt; who [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09a_Introductions.cfg:158&amp;lt;/tt&amp;gt;: &amp;quot;[...] they scrounged up bows and &amp;lt;del&amp;gt;a&amp;lt;/del&amp;gt; cudgels from [...]&amp;quot; → &amp;quot;[...] they scrounged up bows and cudgels from [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09a_Introductions.cfg:211&amp;lt;/tt&amp;gt;: &amp;quot;[...] By now they &amp;lt;del&amp;gt;can&amp;lt;/del&amp;gt; be more then two days' march from here. [...]&amp;quot; → &amp;quot;[...] By now they &amp;lt;ins&amp;gt;can't&amp;lt;/ins&amp;gt; be more then two days' march from here. [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09b_Judgement.cfg:138&amp;lt;/tt&amp;gt;: &amp;quot;Yes, Tallin - it is &amp;lt;del&amp;gt;I&amp;lt;/del&amp;gt;.&amp;quot; → &amp;quot;Yes, Tallin - it is &amp;lt;ins&amp;gt;me&amp;lt;/ins&amp;gt;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;10a_Stolen_Gold.cfg:629&amp;lt;/tt&amp;gt;: &amp;quot;Krash man, you are [...]&amp;quot; → &amp;quot;Krash&amp;lt;ins&amp;gt;,&amp;lt;/ins&amp;gt; man, you are [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&amp;quot;&lt;br /&gt;
:&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&amp;quot;Hint: Learning the enemy spawnpoints and types helps [http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html alot].&amp;quot;&lt;br /&gt;
:&amp;quot;Hint: Learning the enemy spawnpoints and types helps '''a lot'''.&amp;quot; (since I'm not a natural English speaker, I'm not sure if &amp;quot;spawnpoints&amp;quot; is ok or not)&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37088</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37088"/>
		<updated>2010-07-06T16:14:10Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Northern Rebirth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma: &amp;quot;&amp;lt;del&amp;gt;Form, up&amp;lt;/del&amp;gt; men!&amp;quot; → &amp;quot;&amp;lt;ins&amp;gt;Form up,&amp;lt;/ins&amp;gt; men!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Cave_Serpent.cfg&amp;lt;/tt&amp;gt;: &amp;quot;sunlit &amp;lt;del&amp;gt;word&amp;lt;/del&amp;gt;&amp;quot; → &amp;quot;sunlit &amp;lt;ins&amp;gt;world&amp;lt;/ins&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;08b_Ray_of_Hope.cfg:69&amp;lt;/tt&amp;gt;: &amp;quot;[...] It was &amp;lt;del&amp;gt;I&amp;lt;/del&amp;gt; who [...]&amp;quot; → &amp;quot;[...] It was &amp;lt;ins&amp;gt;me&amp;lt;/ins&amp;gt; who [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09a_Introductions.cfg:158&amp;lt;/tt&amp;gt;: &amp;quot;[...] they scrounged up bows and &amp;lt;del&amp;gt;a&amp;lt;/del&amp;gt; cudgels from [...]&amp;quot; → &amp;quot;[...] they scrounged up bows and cudgels from [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09a_Introductions.cfg:211&amp;lt;/tt&amp;gt;: &amp;quot;[...] By now they &amp;lt;del&amp;gt;can&amp;lt;/del&amp;gt; be more then two days' march from here. [...]&amp;quot; → &amp;quot;[...] By now they &amp;lt;ins&amp;gt;can't&amp;lt;/ins&amp;gt; be more then two days' march from here. [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09b_Judgement.cfg:138&amp;lt;/tt&amp;gt;: &amp;quot;Yes, Tallin - it is &amp;lt;del&amp;gt;I&amp;lt;/del&amp;gt;.&amp;quot; → &amp;quot;Yes, Tallin - it is &amp;lt;ins&amp;gt;me&amp;lt;/ins&amp;gt;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&amp;quot;&lt;br /&gt;
:&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&amp;quot;Hint: Learning the enemy spawnpoints and types helps [http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html alot].&amp;quot;&lt;br /&gt;
:&amp;quot;Hint: Learning the enemy spawnpoints and types helps '''a lot'''.&amp;quot; (since I'm not a natural English speaker, I'm not sure if &amp;quot;spawnpoints&amp;quot; is ok or not)&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37086</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37086"/>
		<updated>2010-07-06T15:29:13Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Northern Rebirth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma: &amp;quot;&amp;lt;del&amp;gt;Form, up&amp;lt;/del&amp;gt; men!&amp;quot; → &amp;quot;&amp;lt;ins&amp;gt;Form up,&amp;lt;/ins&amp;gt; men!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Cave_Serpent.cfg&amp;lt;/tt&amp;gt;: &amp;quot;sunlit &amp;lt;del&amp;gt;word&amp;lt;/del&amp;gt;&amp;quot; → &amp;quot;sunlit &amp;lt;ins&amp;gt;world&amp;lt;/ins&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;08b_Ray_of_Hope.cfg:69&amp;lt;/tt&amp;gt;: &amp;quot;[...] It was &amp;lt;del&amp;gt;I&amp;lt;/del&amp;gt; who [...]&amp;quot; → &amp;quot;[...] It was &amp;lt;ins&amp;gt;me&amp;lt;/ins&amp;gt; who [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09a_Introductions.cfg:158&amp;lt;/tt&amp;gt;: &amp;quot;[...] they scrounged up bows and &amp;lt;del&amp;gt;a&amp;lt;/del&amp;gt; cudgels from [...]&amp;quot; → &amp;quot;[...] they scrounged up bows and cudgels from [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09a_Introductions.cfg:211&amp;lt;/tt&amp;gt;: &amp;quot;[...] By now they &amp;lt;del&amp;gt;can&amp;lt;/del&amp;gt; be more then two days' march from here. [...]&amp;quot; → &amp;quot;[...] By now they &amp;lt;ins&amp;gt;can't&amp;lt;/ins&amp;gt; be more then two days' march from here. [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&amp;quot;&lt;br /&gt;
:&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&amp;quot;Hint: Learning the enemy spawnpoints and types helps [http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html alot].&amp;quot;&lt;br /&gt;
:&amp;quot;Hint: Learning the enemy spawnpoints and types helps '''a lot'''.&amp;quot; (since I'm not a natural English speaker, I'm not sure if &amp;quot;spawnpoints&amp;quot; is ok or not)&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37085</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37085"/>
		<updated>2010-07-06T15:11:52Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Northern Rebirth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma: &amp;quot;&amp;lt;del&amp;gt;Form, up&amp;lt;/del&amp;gt; men!&amp;quot; → &amp;quot;&amp;lt;ins&amp;gt;Form up,&amp;lt;/ins&amp;gt; men!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Cave_Serpent.cfg&amp;lt;/tt&amp;gt;: &amp;quot;sunlit &amp;lt;del&amp;gt;word&amp;lt;/del&amp;gt;&amp;quot; → &amp;quot;sunlit &amp;lt;ins&amp;gt;world&amp;lt;/ins&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;08b_Ray_of_Hope.cfg:69&amp;lt;/tt&amp;gt;: &amp;quot;[...] It was &amp;lt;del&amp;gt;I&amp;lt;/del&amp;gt; who [...]&amp;quot; → &amp;quot;[...] It was &amp;lt;ins&amp;gt;me&amp;lt;/ins&amp;gt; who [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;09a_Introductions.cfg:158&amp;lt;/tt&amp;gt;: &amp;quot;[...] they scrounged up bows and &amp;lt;del&amp;gt;a&amp;lt;/del&amp;gt; cudgels from [...]&amp;quot; → &amp;quot;[...] they scrounged up bows and cudgels from [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&amp;quot;&lt;br /&gt;
:&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&amp;quot;Hint: Learning the enemy spawnpoints and types helps [http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html alot].&amp;quot;&lt;br /&gt;
:&amp;quot;Hint: Learning the enemy spawnpoints and types helps '''a lot'''.&amp;quot; (since I'm not a natural English speaker, I'm not sure if &amp;quot;spawnpoints&amp;quot; is ok or not)&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37084</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=37084"/>
		<updated>2010-07-06T13:45:43Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Northern Rebirth */ New mistake, and general format (just testing)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma: &amp;quot;&amp;lt;del&amp;gt;Form, up&amp;lt;/del&amp;gt; men!&amp;quot; -&amp;gt; &amp;quot;&amp;lt;ins&amp;gt;Form up,&amp;lt;/ins&amp;gt; men!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;Cave_Serpent.cfg&amp;lt;/tt&amp;gt;: &amp;quot;sunlit &amp;lt;del&amp;gt;word&amp;lt;/del&amp;gt;&amp;quot; -&amp;gt; &amp;quot;sunlit &amp;lt;ins&amp;gt;world&amp;lt;/ins&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;08b_Ray_of_Hope.cfg:69&amp;lt;/tt&amp;gt;: &amp;quot;[...] It was &amp;lt;del&amp;gt;I&amp;lt;/del&amp;gt; who [...]&amp;quot; → &amp;quot;[...] It was &amp;lt;ins&amp;gt;me&amp;lt;/ins&amp;gt; who [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&amp;quot;&lt;br /&gt;
:&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&amp;quot;Hint: Learning the enemy spawnpoints and types helps [http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html alot].&amp;quot;&lt;br /&gt;
:&amp;quot;Hint: Learning the enemy spawnpoints and types helps '''a lot'''.&amp;quot; (since I'm not a natural English speaker, I'm not sure if &amp;quot;spawnpoints&amp;quot; is ok or not)&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=37067</id>
		<title>WesnothTranslations</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=37067"/>
		<updated>2010-07-03T10:54:17Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Translations */ Updated Galician maintainer information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translations  ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth is currently being translated into the following languages. Instructions on how to contribute are found here:&lt;br /&gt;
[[WesnothTranslationsHowTo]].&lt;br /&gt;
* [[AfrikaansTranslation|Afrikaans]] - maintainer: Friedel Wolff - [mailto:friedelATSIGNtranslateDOTorgDOTza]&lt;br /&gt;
* [[ArabicTranslation|Arabic]] - maintainer: Amnay Mokhtari - [mailto:amnayAToperamailDOTcom]&lt;br /&gt;
* [[BasqueTranslation|Basque]] - maintainer: Alfredo Beaumont (ziberpunk) - [mailto:alfredo.beaumontATgmailDOTcom]&lt;br /&gt;
* [[BulgarianTranslation|Bulgarian]] maintainer: Nikolay Vladimirov (Turki) - [mailto:nikolayATvladimiroffDOTcom]&lt;br /&gt;
* [[CatalanTranslation|Catalan]] - maintainer: Jordà Polo (ettin) - [mailto:jordaATettinDOTorg]&lt;br /&gt;
* [[ChineseTranslation|Chinese]] - maintainer: CloudiDust - [mailto:cloudidustATgmailDOTcom], we have a Chinese forum here [http://www.wesnoth.cn Wesnoth.CN]&lt;br /&gt;
* [[ChineseTaiwanTranslation|Chinese (Taiwan)]] - maintainer: 楊綮銘 (Taiwan) - [mailto:steven2880ATgmailDOTcom]&lt;br /&gt;
* [[CroatianTranslation|Croatian]] - maintainer: (needs a maintainer)&lt;br /&gt;
* [[CzechTranslation|Czech]] - maintainer: Vladimír Slávik - [mailto:slavikDOTvladimirATseznamDOTcz]&lt;br /&gt;
* [[DanishTranslation|Danish]] maintainer: Joe Hansen (joedalton) - [mailto:joedalton2ATyahooDOTdk]&lt;br /&gt;
* [[DutchTranslation|Dutch]] - maintainer: Alexander van Gessel (AI/AI0867) - [mailto:AI0867_AT_gmail.com]&lt;br /&gt;
* [[EnglishTranslation|English (US)]] ''(this is the default)'' - maintainer: Sirp - [mailto:davidnwhiteATcomcastDOTnet]&lt;br /&gt;
* [[EnglishGBTranslation|English (GB)]] - maintainer: esr - [mailto:esr@thyrsus.com]&lt;br /&gt;
* [[EnglishShawTranslation|English (Shaw)]] - maintainer: Arc Riley - [mailto:ArcRileyATubuntu.com]&lt;br /&gt;
* [[Esperanto_translation|Esperanto]] - maintainer: Viliam Bur - [mailto:viliamATburDOTsk]&lt;br /&gt;
* [[EstonianTranslation|Estonian]] - maintainer: Kaido Kikkas (UncleOwl) - [mailto:kaidoDOTkikkasATkakupesaDOTnet]&lt;br /&gt;
* [[FilipinoTranslation|Filipino]] - maintainer: Karen Eso (keeve) - [mailto:eveUNDERSCOREesoATyahooDOTca]&lt;br /&gt;
* [[FinnishTranslation|Finnish]] - maintainer: Samu Voutilainen (Smar) - [mailto:samu.voutilainenATgmailDOTcom]&lt;br /&gt;
* [[FrenchTranslation|French]] - maintainer: Benoît Timbert (Noyga) [mailto:benoitDOTtimbertATfreeDOTfr] - translation team mailing list [mailto:wesnothATmlDOTfreeDOTfr]&lt;br /&gt;
* [[FriulianTranslation|Friulian]] - maintainer:  Michele Calligaris (MayBug) - [mailto:michele.calligaris-CAIUT-gmail.com]&lt;br /&gt;
* [[GalicianTranslation|Galician]] - maintainer: Adrián Chaves Fernández (Gallaecio) - [mailto:adriyetichavesATgmailDOTcom] [http://trasno.net Proxecto Trasno]&lt;br /&gt;
* [[GermanTranslation|German]] - maintainer: Christoph Berg (chrber) - [mailto:ChristophDOTBergATkpm-sportDOTde]&lt;br /&gt;
* [[GreekTranslation|Greek]] - maintainer: Konstantinos Egarhos [mailto:konsnoslATgmailDOTcom]&lt;br /&gt;
* [[HebrewTranslation|Hebrew]] - maintainer: Oron Peled - [mailto:oronATactcomDOTcoDOTil]&lt;br /&gt;
* [[HungarianTranslation|Hungarian]] - maintainer: Kádár-Németh Krisztián - [mailto:krisztian.kadATgmailDOTcom]; vice-maintainer: Udvari Gábor [mailto:gaborDOTudvariATgmailDOTcom]&lt;br /&gt;
* [[IcelandicTranslation|Icelandic]] - maintainer: Gabríel A. Pétursson [mailto:gabrielpATsimnetDOTis]&lt;br /&gt;
* [[IndonesianTranslation|Indonesian]] - maintainer: Nicky Inkrais Witras [mailto:inkraiswitrasATyahooDOTcom]&lt;br /&gt;
* [[ItalianTranslation|Italian]] - maintainer: Luciano Montanaro - [mailto:mikelima@cirulla.net]&lt;br /&gt;
* [[JapaneseTranslation|Japanese]] - maintainer: IWAI, Masaharu (iwaim) - [mailto:iwaim.subATgmailDOTcom], Nobuhito Okada - [mailto:okyadaATgmailDOTcom]&lt;br /&gt;
* [[KoreanTranslation|Korean]] - maintainer: ???&lt;br /&gt;
* [[LatinTranslation|Latin]] - maintainer: Michael Babich ([[User:Aethaeryn|Aethaeryn]])&lt;br /&gt;
* [[LatvianTranslation|Latvian]] - maintainer: Reinis Danne - [mailto:rei4danATgmailDOTcom]&lt;br /&gt;
* [[LithuanianTranslation|Lithuanian]] - maintainer: Andrius Štikonas - [mailto:stikonasATgmailDOTcom] &lt;br /&gt;
* [[MarathiTranslation|Marathi]] - maintainer: Sujit R Jadhav - [mailto:sujitrjadhavATgmailDOTcom]&lt;br /&gt;
* [[MacedonianTranslation|Macedonian]] - maintainer: Dimitar Ilccov (Mythological)&lt;br /&gt;
* [[NorwegianTranslation|Norwegian]] - maintainer: Gaute Jao (Gauteamus) - [mailto:gauteamusATgmailDOTcom]&lt;br /&gt;
* [[OccitanTranslation|Occitan]] - maintainer: Nobody, currently&lt;br /&gt;
* [[PolishTranslation|Polish]] - maintainer: Zbigniew Banach - [mailto:zDOTbanachATwsisizDOTeduDOTpl]&lt;br /&gt;
* [[PortugueseTranslation|Portuguese Brazilian]] - maintainer: Fred Maranhão - [mailto:fred.maranhaoATgmailDOTcom]&lt;br /&gt;
* [[PortugueseContinentalTranslation|Portuguese Continental(pt_PT)]] - maintainer: Sérgio Lopes [mailto:knitter.is@gmail.com]&lt;br /&gt;
* [[RomanianTranslation|Romanian]] - maintainer: Alexandru Szasz [mailto:alexxedATgmailDOTcom]&lt;br /&gt;
* [[RussianTranslation|Russian]] - maintainer: Victor Sergienko [mailto:singalenATgmailDOTcom]&amp;lt;!--Alexandr Menovchicov - [mailto:vamATkypiDOTru]--&amp;gt;&lt;br /&gt;
* [[SerbianTranslation|Serbian]] - maintainer: Srećko Toroman (freecraft)- [mailto:sreckotoromanATgmailDOTcom]&lt;br /&gt;
* [[SlovakTranslation#Preklad|Slovak]] - maintainer: Aceman&lt;br /&gt;
* [[SlovenianTranslation|Slovenian]] - maintainer: Jaka Kranjc (lynx) - [mailto:lynxlupodianAThotmailDOTcom]&lt;br /&gt;
* [[SpanishTranslation|Spanish]]  - maintainer: Rodrigo Neira (paiorlolo) - [mailto:paiorlolosmATgmailDOTcom]&lt;br /&gt;
* [[SwedishTranslation|Swedish]] - maintainer: Gustav Tiger (Tigge) - [mailto:adminATtiggeDOTorg]&lt;br /&gt;
* [[TurkishTranslation|Turkish]] - maintainer: Nilgün Belma Bugüner - [mailto:nilgunATbelgelerDOTgenDOTtr]&lt;br /&gt;
* [[UkrainianTranslation|Ukrainian]] - maintainer: Sergiy Tkach (Apromix)&lt;br /&gt;
* [[Wesnoth-in-Valencian|Valencian]] - maintainer: Mario (Mavorte) - [mailto:mavorte1ATyahooDOTes]&lt;br /&gt;
* [[VietnameseTranslation|Vietnamese]] - maintainer: Huynh Yen Loc (hhyloc) - [mailto:walkingcorpse13ATgmailDOTcom], Pham Thanh Nam [mailto:phamthanhnamDOTptnATgmailDOTcom]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other ideas (remember, these are just ideas):&lt;br /&gt;
* Translations into Asian languages &lt;br /&gt;
** Asian languages are already supported. See [[WesnothAsianLanguages]].&lt;br /&gt;
&lt;br /&gt;
== Mailing List ==&lt;br /&gt;
&lt;br /&gt;
There now is a mailinglist dedicated to translation matters. It is mainly intended to be used for informing translation maintainers about important changes, to announce string freezes and other special things. Everyone is free to subscribe to this list. You can find this list, entitled wesnoth-i18n at the listing of all Wesnoth mailing lists:&lt;br /&gt;
&lt;br /&gt;
[http://gna.org/mail/?group=wesnoth http://gna.org/mail/?group=wesnoth]&lt;br /&gt;
&lt;br /&gt;
The archive for this list is to be found [http://mail.gna.org/public/wesnoth-i18n/ here].&lt;br /&gt;
Please keep in mind that this list is not meant for discussing changes for one single translation but stuff that is relevant to all translations.&lt;br /&gt;
&lt;br /&gt;
==  See also  ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothTranslationsHowTo]]&lt;br /&gt;
* [[ImageLocalization]]&lt;br /&gt;
* [[GetText]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translations statistics (stable)]&lt;br /&gt;
* [http://gettext.wesnoth.org/index.php?version=trunk&amp;amp;package=alloff Translations statistics (development)]&lt;br /&gt;
* [[WesCamp| Translating User made Campaigns (featuring WesCamp-i18n)]]&lt;br /&gt;
* [[SpellingMistakes]]&lt;br /&gt;
* [[CharactersStorys| Character descriptions for Translators (Spoiler Warning)]]&lt;br /&gt;
* [[TextdomainStatus]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations|*]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36839</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36839"/>
		<updated>2010-06-24T16:45:30Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Other (ingame help, ...) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&amp;quot;&lt;br /&gt;
:&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&amp;quot;Hint: Learning the enemy spawnpoints and types helps [http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html alot].&amp;quot;&lt;br /&gt;
:&amp;quot;Hint: Learning the enemy spawnpoints and types helps '''a lot'''.&amp;quot; (since I'm not a natural English speaker, I'm not sure if &amp;quot;spawnpoints&amp;quot; is ok or not)&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36838</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36838"/>
		<updated>2010-06-24T16:09:17Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: Looks like it is on purpose.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&amp;quot;&lt;br /&gt;
:&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36837</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36837"/>
		<updated>2010-06-24T15:56:30Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Other (ingame help, ...) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&amp;quot;&lt;br /&gt;
:&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&amp;quot; Recommended setting of 2 gold per village.&amp;quot;&lt;br /&gt;
:&amp;quot;Recommended setting of 2 gold per village.&amp;quot; (unnecesary white space removed at the beggining)&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36823</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36823"/>
		<updated>2010-06-22T13:03:54Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Manual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&amp;quot;&lt;br /&gt;
:&amp;quot;After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36822</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36822"/>
		<updated>2010-06-22T12:22:18Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Manual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36821</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36821"/>
		<updated>2010-06-22T12:21:51Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Manual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy &lt;br /&gt;
leaders; instead it is enough that you survive for a certain number of &lt;br /&gt;
turns, or pick up a particular object&amp;quot;&lt;br /&gt;
:&amp;quot;First, read the scenario objectives. Sometimes you do not have to kill enemy &lt;br /&gt;
leaders; instead it is enough that you survive for a certain number of &lt;br /&gt;
turns, or pick up a particular object'''.'''&amp;quot; (missing final dot)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36812</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36812"/>
		<updated>2010-06-21T14:08:16Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Manual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with its melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with its ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to strike back at you with '''a''' melee weapon. If you attack with a ranged weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an enemy does not have a weapon of the same type as the one you attack with, they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36811</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36811"/>
		<updated>2010-06-21T14:06:30Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Manual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to &lt;br /&gt;
strike back at you with its melee weapon. If you attack with a ranged &lt;br /&gt;
weapon, the enemy will be able to strike back with its ranged weapon. If an &lt;br /&gt;
enemy does not have a weapon of the same type as the one you attack with, &lt;br /&gt;
they will be unable to strike back and do any damage to you in that fight.&amp;quot;&lt;br /&gt;
:&amp;quot;If you attack with a melee weapon, the enemy you attack will be able to &lt;br /&gt;
strike back at you with '''a''' melee weapon. If you attack with a ranged &lt;br /&gt;
weapon, the enemy will be able to strike back with '''a''' ranged weapon. If an &lt;br /&gt;
enemy does not have a weapon of the same type as the one you attack with, &lt;br /&gt;
they will be unable to strike back and do any damage to you in that fight.&amp;quot; (enemy might have more than one too)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36807</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36807"/>
		<updated>2010-06-21T08:15:23Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Manual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a reference to http://www.wesnoth.org/wiki/CommandMode, and it should better be http://wiki.wesnoth.org/CommandMode instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36806</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36806"/>
		<updated>2010-06-21T08:12:18Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mechanical units generally have 'Mechanical' as their only trait. Since &lt;br /&gt;
mechanical units don't really have life, drain, poison and plague has no &lt;br /&gt;
effect upon them.&amp;quot; &lt;br /&gt;
:&amp;quot;Mechanical units generally have 'Mechanical' as their only trait.&amp;quot; (some info was repeated, it was already in the previous string in the pot file)&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36802</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36802"/>
		<updated>2010-06-20T10:17:49Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Manpages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&amp;quot;&lt;br /&gt;
:&amp;quot;start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Main menu, cancel action&amp;quot; (right click actions)&lt;br /&gt;
:&amp;quot;Context menu, cancel action&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36795</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36795"/>
		<updated>2010-06-17T18:39:43Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Manpages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&lt;br /&gt;
:start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are references to a manual called wesnoth_editor, which does not seem to exist.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36789</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=36789"/>
		<updated>2010-06-16T12:20:59Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Manpages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Delfador's Memoirs==&lt;br /&gt;
04_leollyn.cfg&lt;br /&gt;
       [message]&lt;br /&gt;
            speaker=Leollyn&lt;br /&gt;
            message=_&amp;quot;Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!&amp;quot;&lt;br /&gt;
       [/message]&lt;br /&gt;
but they come from the east (unless directions are reversed in Wesnoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night in the Swamp: &amp;quot;Survive 12 turns&amp;quot; -&amp;gt; &amp;quot;Survive 13 turns&amp;quot; or turns=13 -&amp;gt; turns=12&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
===Scenario 8 - The Princess of Wesnoth===&lt;br /&gt;
At end of scenario, Delfador tells Li'sar to &amp;quot;flee an exile&amp;quot;. I believe this should be &amp;quot;flee in exile&amp;quot;. [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
In the description of Shadow Mage: devestating -&amp;gt; devastating.&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
Scenario 3, misplaced comma:&lt;br /&gt;
&amp;quot;Form, up men!&amp;quot; -&amp;gt; &amp;quot;Form up, men!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Cave_Serpent.cfg &amp;quot;sunlit word&amp;quot; -&amp;gt; &amp;quot;sunlit world&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
Scenario 6: &amp;quot;going to back to the mines&amp;quot; -&amp;gt; &amp;quot;going back to the mines&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
Silent Forest: &amp;quot;Elves! You were right, Pirk, &amp;quot; -&amp;gt; &amp;quot;Elves! You were right, Gork,&amp;quot; or  speaker=&amp;quot;Gork&amp;quot; -&amp;gt; speaker=&amp;quot;Pirk&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
03_Kalian.cfg unnecessary blank. can't translate  &amp;quot; What 'stone',&amp;quot; -&amp;gt; &amp;quot;What 'stone',&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;engaged wit the defenders&amp;quot; -&amp;gt; &amp;quot;engaged with the defenders&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
In story text, Chapter 1:&lt;br /&gt;
&amp;quot;settled around a rare oasis&amp;quot; -&amp;gt; &amp;quot;settled around a rare oases&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Chapter 4:&lt;br /&gt;
&amp;quot;had it always this way?&amp;quot; -&amp;gt; &amp;quot;had it always been this way?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-e --load&amp;gt;&lt;br /&gt;
:start the in-game map editor directly. If I&amp;lt;file&amp;gt; is specified, equivalent to B&amp;lt;-'''l''' --load&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
Skeleton Revenant:&lt;br /&gt;
&amp;quot;allmost&amp;quot; -&amp;gt; &amp;quot;almost&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Elvish Shyde:&lt;br /&gt;
&amp;quot;may will eventually&amp;quot; -&amp;gt; &amp;quot;may eventually&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Goblin Impaler:&lt;br /&gt;
&amp;quot;diminuitive&amp;quot; -&amp;gt; &amp;quot;diminutive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==1.8 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
- The use of hyphen in the names of necromancers is inconsistent (Mel Daveth, Mal Kevek, Mal Govonm, but Mal-Ravanal)&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Mel Daveth&amp;quot; -&amp;gt; &amp;quot;Mal-Daveth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crommy&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothReviews&amp;diff=36497</id>
		<title>WesnothReviews</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothReviews&amp;diff=36497"/>
		<updated>2010-05-14T09:43:53Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Multilingual */ Link to Galician Wikipedia article added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reviews of Battle For Wesnoth in 1.2 or later versions:&lt;br /&gt;
&lt;br /&gt;
== English ==&lt;br /&gt;
&lt;br /&gt;
* 100% Seji: [http://my.opera.com/Seji/blog/now-playing-battle-for-wesnoth Battle for Wesnoth], May 2007, BfW 1.2.4&lt;br /&gt;
* Phoronix: [http://www.phoronix.com/scan.php?page=article&amp;amp;item=890&amp;amp;num=1 The Battle For Wesnoth] October 2007, BfW 1.2.6&lt;br /&gt;
* Simple Thoughts: [http://blog.taragana.com/index.php/archive/game-review-tips-battle-for-wesnoth/ Game Review &amp;amp; Tips: The Battle for Wesnoth] November 2007, BfW 1.2.4&lt;br /&gt;
* TidBITS: [http://db.tidbits.com/article/9335 Open Source Mac Gaming: 10 Free Games Reviewed] December 2007&lt;br /&gt;
* Linux Journal: [http://www.linuxjournal.com/video/review-battle-wesnoth Battle for Wesnoth] (video)&lt;br /&gt;
* [http://vivapinkfloyd.blogspot.com/2008/05/battle-for-wesnoth-128-review.html Battle for Wesnoth Review], March 21, 2008, v1.2.8&lt;br /&gt;
* [http://vivapinkfloyd.blogspot.com/2008/05/battle-for-wesnoth-142-review.html Battle for Wesnoth Review], May 25, 2008, v1.4.2&lt;br /&gt;
* Ubuntu Gamers Arena: [http://gaming.gwos.org/doku.php/reviews:wesnoth BfW v1.4.2 Review], May 31, 2008&lt;br /&gt;
* TuxArena Review: [http://tuxarena.blogspot.com/2009/03/review-battle-for-wesnoth-16.html Battle for Wesnoth 1.6], March 24, 2009&lt;br /&gt;
* RWDub's Reviews: [http://www.rwdubsreviews.com/2009/11/bjs-thoughts-on-wesnoth.html], November 6 2009&lt;br /&gt;
&lt;br /&gt;
== German ==&lt;br /&gt;
* OS-ISO.DE: [http://os-iso.de/wesnoth-strategie-p-99.html Battle for Wesnoth: Beschreibung/Screenshots] January 2007 BfW 1.2.1 (auch download)&lt;br /&gt;
* HOLARSE: [http://www.holarse-linuxgaming.de/h2006/space/The+Battle+for+Wesnoth The Battle for Wesnoth], December 2006, BfW 1.2 (it's a wiki, date is last update)&lt;br /&gt;
&lt;br /&gt;
== Hungarian ==&lt;br /&gt;
* LinuxPortál TV-show: [http://wesnoth.fsf.hu/?q=node/99 high quality video] or [http://video.google.com/videoplay?docid=-2509111025528677061 low quality video]; General presentation of BfW, Oct 1. 2008.&lt;br /&gt;
&lt;br /&gt;
== Slovak ==&lt;br /&gt;
&lt;br /&gt;
* Viliam Búr: [http://bur.blog.sme.sk/c/74037/Bitka-o-Wesnoth-verzia-12.html Bitka o Wesnoth, verzia 1.2], December 2006, BfW 1.2&lt;br /&gt;
&lt;br /&gt;
== Spanish ==&lt;br /&gt;
&lt;br /&gt;
* Meristation: [http://www.meristation.com/v3/des_analisis.php?id=cw4600fdf7c1637&amp;amp;idj=cw4600f9efed5b6&amp;amp;pic=PC Una batalla épica], March 2007, BfW 1.2.3&lt;br /&gt;
&lt;br /&gt;
== Multilingual ==&lt;br /&gt;
&lt;br /&gt;
* Wikipedia ([http://bg.wikipedia.org/wiki/%D0%91%D0%B8%D1%82%D0%BA%D0%B0%D1%82%D0%B0_%D0%B7%D0%B0_%D0%A3%D0%B5%D1%81%D0%BD%D0%BE%D1%82 Bulgarian], [http://ca.wikipedia.org/wiki/The_battle_of_Wesnoth Catalan], [http://cs.wikipedia.org/wiki/Battle_for_Wesnoth Czech], [http://da.wikipedia.org/wiki/Battle_for_Wesnoth Danish], [http://en.wikipedia.org/wiki/Battle_for_Wesnoth English], [http://eo.wikipedia.org/wiki/Batalo_por_Vesnot%27 Esperanto], [http://fi.wikipedia.org/wiki/Taistelu_Wesnothista Finnish], [http://fr.wikipedia.org/wiki/Battle_for_Wesnoth French], [http://gl.wikipedia.org/wiki/Battle_for_Wesnoth Galician], [http://de.wikipedia.org/wiki/Battle_for_Wesnoth German], [http://he.wikipedia.org/wiki/%D7%94%D7%A7%D7%A8%D7%91_%D7%A2%D7%9C_%D7%95%D7%A1%D7%A0%D7%95%D7%AA%27 Hebrew], [http://it.wikipedia.org/wiki/Battle_for_Wesnoth Italian], [http://ko.wikipedia.org/wiki/%EC%9B%A8%EC%8A%A4%EB%85%B8%EC%8A%A4_%EC%A0%84%EC%9F%81 Korean], [http://no.wikipedia.org/wiki/Battle_for_Wesnoth Norwegian], [http://pl.wikipedia.org/wiki/Battle_for_Wesnoth Polish], [http://pt.wikipedia.org/wiki/The_Battle_for_Wesnoth Portuguese], [http://ru.wikipedia.org/wiki/Battle_for_Wesnoth Russian], [http://sk.wikipedia.org/wiki/Bitka_o_Wesnoth Slovak], [http://es.wikipedia.org/wiki/Battle_for_Wesnoth Spanish], [http://sv.wikipedia.org/wiki/Kampen_om_Wesnoth Swedish])&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Voting]] - Sites where you can vote for and/or rate Wesnoth&lt;br /&gt;
* [[OlderReviews]] - Reviews from before 1.2&lt;br /&gt;
* [[WhatArePlayersSaying]]? - Quotes from newssites, blogs and players&lt;br /&gt;
* [[Play]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Showcase]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=36493</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=36493"/>
		<updated>2010-05-12T20:06:22Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Scenario 18 - A Choice Must Be Made */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; 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 &amp;quot;Medium&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [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 &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
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, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
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, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of 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 &amp;quot;level up&amp;quot; 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 grace.&lt;br /&gt;
&lt;br /&gt;
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].&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* 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. However, it's 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.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* 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 crossbow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* 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 &amp;amp;ndash; 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.&lt;br /&gt;
&lt;br /&gt;
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. Be careful with your heroes and constantly think of their safety.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
Scenario objectives: Survive 12 turns (9 on Hard), or kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [http://www.wesnoth.org/wiki/CampaignStrategies#The_importance_of_loyalty Campaign Strategies].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
: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 &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish 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 &amp;amp;ndash; 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.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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, especially saurians, because these pesky units can kill weakened units in the rear. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You must fight the sea leader, a sea orc, bats, and nagas with the mermen. It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so try to preserve your mermen for this. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. There is another cage to the northeast, and one far to the north.&lt;br /&gt;
&lt;br /&gt;
Even further north is the Storm Trident, which can only be picked up by one of your mermen. This ranged attack will be crucial in defeating the sea leader, so go north with enough mermen to defeat the Nagas guarding eh northern cae (on hard this probably means all of them). If you win the sea battle, you can use the mermen in one of two ways. You can harass or even assassinate the land orc leader (expect losses), you can attempt to lure the land orcs into the water.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and trolls heading south and then west. Your decision is how far west to engage the enemy. Consider carefully the time of day! 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.  You may need tor retreat at dusk.&lt;br /&gt;
&lt;br /&gt;
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, a shaman, the merman with the trident, and an elven fighter leveled up.&lt;br /&gt;
&lt;br /&gt;
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. You fight undead either way.&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up your existing 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: you can't recall any of your previous units (except mermen), but you can recruit outlaw-type humans and perhaps recruit a loyal White Mage for future scenarios. Note that this is the only opportunity to do so in the entire campaign.&lt;br /&gt;
&lt;br /&gt;
Tip: Overall, I got more mileage from elves compared to the outlaws you can recruit in the brief window of opportunity provided by the Isle of the Damned scenario. However, the White Mage you can pick up there is a godsend, plus you can give your mermen some much-needed experience by harassing the undead through hit-and-run attacks from all around the island.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders, and the ability to choose the next scenario.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
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 Urlaf, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
Scenario objectives: Kill both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
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!&lt;br /&gt;
&lt;br /&gt;
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 - but casualties will probably be lower than if you do it the slow way. Or, you can lure the orcs into the water where they are easy to hit. Remember that mermen, especially the one with the Storm Trident, move quickly and defend quite well in water or on the bridges.&lt;br /&gt;
&lt;br /&gt;
Konrad will recieve 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.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. 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.&lt;br /&gt;
&lt;br /&gt;
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 shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages that 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.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
Scenario objectives: Subdue Li'sar to win&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
Scenario objectives: Survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One strategy is recruit a large army, defeat one of the enemies, and hole up in that enemy's castle. The southern enemy is popular for this strategy. It apparently also works to pack the lake around the starting castle with mermen, and hole up there. Don't underestimate the power of the Walking Corpses (WCs) recruited by the eastern necromancer.  They are slow but there are so many that they can overwhelm and kill even your most powerful units if given the chance. On the other hand, do not underestimate the crowd-clearing ability of a Paladin or blessed Champion!  A WC will lurch next to your unit. It will attack.  It will die, leaving room for another WC to lurch forward. &lt;br /&gt;
(Windscion: Unfortunately, this is also a good way to get a high level unit killed: 10 WCs in one turn can be deadly. I prefer a line of archers backed by healers.)&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robert, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and three sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you 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.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both the mother gryphon as well as the enemy leader.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
Scenario objectives: Move Konrad to the north side of the river&lt;br /&gt;
&lt;br /&gt;
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.  If you have lots of gold, if you have a plethora of well-seasoned fighting troops, and you think you're ready for a challenge, you could try and attack the Princess.  But do a save first; you'll need it after you are wiped out by her Royal Guards.&lt;br /&gt;
&lt;br /&gt;
Your major decision (after you learn that the Princess's escort is just too tough) is whether to have Konrad recruit for one turn or two.  Do not recruit land troops with less than five movement points, as they will have trouble wading across the ford. You're under immense time pressure.  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.  Except for the hungry ones--who will be focused on killing anything in their path--all the enemies will be focused on killing Konrad. The hungry enemies might assist you somewhat as they will probably hit the orcs and humans before trying to snack on your forces.  Also, the orcs and humans will fight if they happen to cross paths.&lt;br /&gt;
&lt;br /&gt;
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 fight equally well over land or water.  Lure the orcs into the water, where your mermen have excellent defence and the orcs are highly vulnerable.  If you captured the eggs last scenario, consider using a gryphon to distract the enemy.(Note in the latest version Gryphons are not available until a later scenario)&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: ?? &amp;lt;!-- Uh, could someone fill this in? --&amp;gt;&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The quickest strategy is to recall a few Knights, Lancers, Paladins, and/or Grand Knights along with fresh Horsemen, kill the northwestern leader, then head east. The eastern leader's wolf riders will attempt to attack you through the center of the map, so be sure to place a few horsemen there. It's a good idea for Kalenz and Delfador to defend the southern mountains, as a few riders may come there as well. This is a good level for getting a large amount of gold.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26&lt;br /&gt;
* Starting units: Konrad, Delfador, Blidd, Kalenz, level 1 thug&lt;br /&gt;
* Early finish bonus: Find the correct entrance (the eastern one -- or the main one in version 1.3.4)&lt;br /&gt;
&lt;br /&gt;
This scenario offers the usual strategic choice -- run for the exit and an early finish bonus, or slowly and carefully exterminate the enemy forces.  If you choose to follow Delfador's advice and flee in terror, recruit one turn's worth of elven riders or gryphons to sacrifice as screening units.  If you choose to attack, you'll be in for a struggle.  For a real challenge, move to the middle of the map and get attacked from all sides... If you want to kill all three leaders, taking out the south eastern one with your full force and then splitting to take on both the others. Move Konrad near the exit (the eastern one!) so you can abort at any time. -- [v.1.3.4: moving directly to the eastern entrance does not work; it is blocked]&lt;br /&gt;
&lt;br /&gt;
The main door by the lake is barred from the inside.  Further, there is the usual tentacular horror hiding in the lake near the ancient subterranean Dwarven Kingdom. This means you will have to go into the entrance on the east.&lt;br /&gt;
&lt;br /&gt;
If you fought on the Isle of the Damned, one of your outlaws will tell you about a Bandit who will be willing to ally with you. The initial outlaw is expendable, the other one is loyal, though (no upkeep cost!)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;coward&amp;quot; strategy for version 1.3.4 :&lt;br /&gt;
In this version, you get a elvish scout, who says he'll check the entrance to see if it is opened. Send him there, passing on the right of the mountains that are along the &amp;quot;path&amp;quot; to the entrance. This will stop the north western orcs from killing him too soon. Once that is done, move the scout to the north western mountains, to lure the enemies there.&lt;br /&gt;
Recruit one turn worth of elvish scouts as sacrificial units. They'll lure the enemies away from Konrad. For a higher chance of success, leave Delfador and Kalenz near your keep, in the south. Since Kalenz is weak, he can easily be killed before Konrad makes it to the cave entrance. Once Konrad is near the center of the map (and overwhelmed by orcs), move them North a bit, to attract enemies to them. All you need to do now is move Konrad to the entrance as fast as possible. The cuttlefish should appear in the lake as you pass by it, which will delay the orcs some more.&lt;br /&gt;
&lt;br /&gt;
Do It Quickly:&lt;br /&gt;
On the first turn recruit some units you may want to give experience to (and you're not afraid of losing them too), but choose only those having movement range 6 or greater. Then capture two nearest villages with Konrad and Delfador. Run straight north. The elf scout should be the leader to the doors and the only step off the straight path is to capture the village NE of the lake. This should unleash the octopus which will attract NW troops (not sure, tried only once)&lt;br /&gt;
Eastern and western opponents are lazy and more attracted to the villages income than to fight. So they will first go south to capture villages near your keep. Before they do, you'll be at the middle of the map.&lt;br /&gt;
If you recruited units with movement 6 and headed N without any stop, you're likely to be engaged at the pillars by some units from NW. Delfador and other leaders should have no problem dealing with them. Next attack may happen at the doors, one turn before Konrad reaches the entrance.&lt;br /&gt;
I managed to do it, losing only one 1st level mage.&lt;br /&gt;
&lt;br /&gt;
Version 1.2.5:&lt;br /&gt;
I played on medium and found that I had only 20 turns. Killing all the orc leaders didn't end the game. You will still need to reach the door with Konrad. After reloading, I killed all the orc leaders AND managed to get Konrad to the door within 20 turns (20 exactly) but there was no bonus and I ended up with -ve gold because I had to recall all my veterans to kill the leaders. Finally, I adopted the coward's strategy. Created 5 Elvish scouts and 10 thieves and used them as canon fodder for the orcs. There were too many orcs and only 2 of the scouts survived but I ended up with 11 rounds of bonus.&lt;br /&gt;
&lt;br /&gt;
Version 1.6.4:&lt;br /&gt;
&lt;br /&gt;
On medium difficulty, I was able to defeat two out of the three leaders, and reach the door with Conrad by recruiting archers &amp;amp; horsemen, and then taking the western Orc keep. Then, i recruited one keep more of horsemen, and pushed forward. I was able to get Konrad to the exit by turn eighteen, and ended up defeating the northern Orc leader and most of the easter leader's troops, but I ended up with -ve gold. I was left with 1 horseman with 18/35 experience, four lancers, and two rangers i didn't have before.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. However, said chest is guarded by a rather nasty poison-biting, slow-web-throwing level 3 spider. Beware the blood bats, seek out a niche in the wall, and be wary exploring the secret passage!&lt;br /&gt;
&lt;br /&gt;
Tip: After this map, Gryphon Riders will finally be available for recruiting - provided you killed the Mother Gryphon during the Gryphon Mountain scenario previously.&lt;br /&gt;
&lt;br /&gt;
Tip: For the next three stages you don't have to use too many dwarven companions. All I needed was 2 fighters, 2 riders, 2 guardmen,and 2 thunderers. These fighters I use over and over leading them to all level up to level 3 and having lots of gold by the time I finish the cave levels.&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recruiting, 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.)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objectives: Capture the Sceptre of Fire with Konrad or Li'sar&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 50&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Gold gift from Li'sar: 300 on easy, 200 on medium, 100 on hard&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus&lt;br /&gt;
** Randomly generated map&lt;br /&gt;
&lt;br /&gt;
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 scepter is.&lt;br /&gt;
&lt;br /&gt;
Give Li'sar the Sceptre as it gives her a ranged attack. In a later scenario another artifact (melee weapon) will be available, although it may be given to any unit. Since it replaces the unit's melee attack, it may be better to give that to Konrad since his melee attack is not as powerful as Li'sar's.&lt;br /&gt;
&lt;br /&gt;
No early finish bonus, so if you have the gold, this is a good place to level up. If you do, poise the character who is going to pick up the Sceptre right next to it, then send everybody else up to attack. Since there is a large time limit, milk every unit you can for maximum experience. And remember, Dwarvish Lords came in very handy later on.&lt;br /&gt;
&lt;br /&gt;
Note: in version 1.2.4 there is an early finish bonus.(for easy mode at least) It is still a good place (and idea) to level up.&lt;br /&gt;
&lt;br /&gt;
Tip: There is an early finish bonus for I had beat this stage within thirty turns and that had gave me a bonus of 37 gold per turn which multiplied to 185.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objectives: Defeat either of the leaders&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill either leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Next level depends on killed leader&lt;br /&gt;
*** Northern orcish leader will get you to the ''Snow Plains'' and the Flaming Sword&lt;br /&gt;
*** Southern undead leader will get you to the ''Swamp Of Dread'' and give you the chance to get lots of gold&lt;br /&gt;
*** There's a third option. If you take a mermen to the eastern side of the river, you will be asked if you want to go through the river instead&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts&lt;br /&gt;
** First real chance to level gryphons&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
You must choose whether to go north, south or east (with a mermen). A Death Knight and the undead lie to the south, guarding the way to the Swamp of Dread. This path is easier, as the undead are hampered by the swampy terrain even more than you. To the north are the usual orc horde, fighting in the hills, a tougher battle. Your choice between these two will affect which magic artifact you can get in the next level. Northwards are the Snow Plains, where a magic weapon awaits; south is the Undead Swamp, where one of your units can obtain better armor. The east alternative takess you to a difficult scenario, so you could prefer to avoid that option.&lt;br /&gt;
&lt;br /&gt;
Whether you go north or south, recruit a few level 1 units as sacrifices, or use fast-moving gryphons to delay the other force.&lt;br /&gt;
&lt;br /&gt;
Tip: if you plan to go south, you do not need to defend the bridges: a strong attack will defeat the undead before the orcs cross the river.&lt;br /&gt;
&lt;br /&gt;
Tip: if you plan to head south against the undead leader, you can use your mermen - there are large tracts of swampy terrain for them to travel around in.&lt;br /&gt;
&lt;br /&gt;
Tip: in case you choose the mermen choice, you might want to attack south in the meanwhile to give them time to get to the eastern side of the map.&lt;br /&gt;
&lt;br /&gt;
Tip: gryphon riders make excellent diversions if you need to draw the enemy's attention away, especially if you are headed north and need something to slow down the undead chasing you from the south. Fly a gryphon rider or two southwest and make village-stealing forays east towards the undead castle. A couple of faster undead (e.g. chocobones) will usually move far away enough to catch up to your main army, but the remaining units should be temporarily distracted by the gryphons and waste a few turns turning back to go after them. This should free the bulk of your forces to deal with the orcs in the hills.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 43&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill the leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Li'sar will tell you she does not like her mother&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Konrad will find the Flaming Sword (15-4 melee, fire, magical) hidden under the great tree in the northeast near the enemy keep.  It will take Konrad a while to slog through the snow, forest, and hills, so you'll have to think about how many turns he will recall units.  Dwarves will do well in the mountains, as will the flying gryphons.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
Scenario objectives: Kill all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
There are lots of undead, but also many villages. You can earn lots of gold if you can capture and hold villages. It may be useful recruiting cheap units to defend villages against bats. One of the Death Knights drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (blade, impact and pierce). Since Li'sar is vulnerable to precisely those types of damage, you should probably give her the armor.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Tip:This is another stage where you can use mermans specifically your strongest merman, merman priestess and ones with the tridents.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
** Reach the forest kingdom of Emetria&lt;br /&gt;
** Survive until turns run out&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 21&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
On the other hand, while both the orc and human sides will attack you, you can lure them into attacking each other.  The orcs start in the north central part of the map, while the humans begin in the southeast.  You must decide whether Konrad will try to sneak along the northern map edge, or try to thread between the two opponents.&lt;br /&gt;
&lt;br /&gt;
In order to win, Konrad must be in the Elvish castle by the end of the last turn.  The early finish bonus is rather substantial: 44 gp per turn. However, you only get it if you kill both enemy leaders. Also, if both leaders are dead, it no longer matters whether your hero has reached the elven castle. Therefore, if one's dead already, killing the other makes for a workable 'plan b' if you realise you're 4 turns away from the castle, but only 2 away from the timer running out. (In 1.1, the enemy camps have been reinforced, and it is no longer practical to kill the leaders.)&lt;br /&gt;
&lt;br /&gt;
Version 1.2.5:&lt;br /&gt;
In this version, the fastest and best way for me was to just make Konrad run alone. Don't recall any units as the elvish riders that appear can be cannon fodder if necessary. Start by moving near the river side until you see orcs in the distance. Proceed slowly and wait for them to engage the humans. Then a group of elves will rush in to fight both orcs and humans. Time your run carefully between the elven forces in a NE direction and you can avoid meeting any humans or orcs. I think I finished in 13 or 14 turns without a single shot being fired (or flaming sword being slashed).&lt;br /&gt;
&lt;br /&gt;
Alternate Strategy:&lt;br /&gt;
&lt;br /&gt;
If you don't feel too confident, you can always try the most cowardly route of all, by going through the plains to the South, where you can eventually jump the river to safety. However, if you go through by this route, you will have to get close to &amp;quot;glancing blow&amp;quot; distance of the Humans- and their literal army of roughly 20 Swordsmen, guarding the west side of their encampment.&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
Scenario objectives: Kill all three enemy leaders. &lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus. 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. Use the forests to your advantage: elven troops are best in forest, while the loyalists and orcs are seriously slowed by the trees.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all enemy leaders: 27 Gold&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Defeat either all four leaders or 25 units in total&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 53&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 55 Gold per turn&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Horsemen and Bowmen. The map is mostly open plains which is ideal for horse-bound units. The easiest way to win 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 do good damage to Knights.&lt;br /&gt;
&lt;br /&gt;
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 bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
When any of the enemy leaders is killed, it is replaced with one or two knights (two or three in Hard). 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.&lt;br /&gt;
&lt;br /&gt;
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 good 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.&lt;br /&gt;
&lt;br /&gt;
If you want to kill all the clan leaders before killing 25 units (which finishes 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-east leader and then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the northwest 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 Southwest (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 out-run 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.&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46&lt;br /&gt;
Scenario objectives: Defeat Asheviere and, by killing her, reclaim the throne. &lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up camp 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 one turn, and then you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough hit points to survive the next thrashing. Three or four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heap 8HP to every unit adjacent to them. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, level one Dwarvish Guardsman are excellent; they'll take a good beating but not lose too many hit points because of their steadfast attribute. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no hit points will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50HP. Elvish Marshals will make your Dwarvish Guardsmen 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.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line poisoning each enemy unit. The enemies have very few villages available to them, 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.&lt;br /&gt;
&lt;br /&gt;
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 about 20 Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: you can recruit a castle of them on turn 1, send them south, elude enemy forces sent by the general in the futile attempt to catch you, then approach Asheviere for the kill (she will not have many troops at her own protection). Using this strategy, I won on turn 6 (and without losses). Swarming all four enemies with 6 new knights each turn is a very effective distraction strategy. Asheviere may divert about half of her force to destory the Gryphons. If this happens, congratulations. This means you've won. You should have still about 20 living Knights, and you should easily break through her lines.&lt;br /&gt;
&lt;br /&gt;
A good bonus from The Test of the Clans should be enough to win this scenario.&lt;br /&gt;
&lt;br /&gt;
One extraordinarily hilarious way to win this battle is through mass recruiting of Knights, which is quite possibly the only level Two unit you can ever recruit in the mainline campaigns.  With roughly 1500 Gold from the plains battle, you can recall every single unit of level two or higher before recruiting loads of Knights to massacre the enemy with suicidal attacks.  As long as you keep your heroes alive...  It'll be a very bloody, but short, win.&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=36492</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=36492"/>
		<updated>2010-05-12T19:58:29Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Scenario 18 - A Choice Must Be Made */ Added some references to the third option.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; 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 &amp;quot;Medium&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [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 &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
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, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
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, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of 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 &amp;quot;level up&amp;quot; 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 grace.&lt;br /&gt;
&lt;br /&gt;
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].&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* 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. However, it's 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.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* 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 crossbow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* 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 &amp;amp;ndash; 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.&lt;br /&gt;
&lt;br /&gt;
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. Be careful with your heroes and constantly think of their safety.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
Scenario objectives: Survive 12 turns (9 on Hard), or kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [http://www.wesnoth.org/wiki/CampaignStrategies#The_importance_of_loyalty Campaign Strategies].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
: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 &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish 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 &amp;amp;ndash; 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.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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, especially saurians, because these pesky units can kill weakened units in the rear. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You must fight the sea leader, a sea orc, bats, and nagas with the mermen. It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so try to preserve your mermen for this. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. There is another cage to the northeast, and one far to the north.&lt;br /&gt;
&lt;br /&gt;
Even further north is the Storm Trident, which can only be picked up by one of your mermen. This ranged attack will be crucial in defeating the sea leader, so go north with enough mermen to defeat the Nagas guarding eh northern cae (on hard this probably means all of them). If you win the sea battle, you can use the mermen in one of two ways. You can harass or even assassinate the land orc leader (expect losses), you can attempt to lure the land orcs into the water.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and trolls heading south and then west. Your decision is how far west to engage the enemy. Consider carefully the time of day! 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.  You may need tor retreat at dusk.&lt;br /&gt;
&lt;br /&gt;
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, a shaman, the merman with the trident, and an elven fighter leveled up.&lt;br /&gt;
&lt;br /&gt;
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. You fight undead either way.&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up your existing 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: you can't recall any of your previous units (except mermen), but you can recruit outlaw-type humans and perhaps recruit a loyal White Mage for future scenarios. Note that this is the only opportunity to do so in the entire campaign.&lt;br /&gt;
&lt;br /&gt;
Tip: Overall, I got more mileage from elves compared to the outlaws you can recruit in the brief window of opportunity provided by the Isle of the Damned scenario. However, the White Mage you can pick up there is a godsend, plus you can give your mermen some much-needed experience by harassing the undead through hit-and-run attacks from all around the island.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders, and the ability to choose the next scenario.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
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 Urlaf, 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
Scenario objectives: Kill both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
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!&lt;br /&gt;
&lt;br /&gt;
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 - but casualties will probably be lower than if you do it the slow way. Or, you can lure the orcs into the water where they are easy to hit. Remember that mermen, especially the one with the Storm Trident, move quickly and defend quite well in water or on the bridges.&lt;br /&gt;
&lt;br /&gt;
Konrad will recieve 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.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. 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.&lt;br /&gt;
&lt;br /&gt;
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 shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages that 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.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
Scenario objectives: Subdue Li'sar to win&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
Scenario objectives: Survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
One strategy is recruit a large army, defeat one of the enemies, and hole up in that enemy's castle. The southern enemy is popular for this strategy. It apparently also works to pack the lake around the starting castle with mermen, and hole up there. Don't underestimate the power of the Walking Corpses (WCs) recruited by the eastern necromancer.  They are slow but there are so many that they can overwhelm and kill even your most powerful units if given the chance. On the other hand, do not underestimate the crowd-clearing ability of a Paladin or blessed Champion!  A WC will lurch next to your unit. It will attack.  It will die, leaving room for another WC to lurch forward. &lt;br /&gt;
(Windscion: Unfortunately, this is also a good way to get a high level unit killed: 10 WCs in one turn can be deadly. I prefer a line of archers backed by healers.)&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robert, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and three sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you 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.  &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both the mother gryphon as well as the enemy leader.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
Scenario objectives: Move Konrad to the north side of the river&lt;br /&gt;
&lt;br /&gt;
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.  If you have lots of gold, if you have a plethora of well-seasoned fighting troops, and you think you're ready for a challenge, you could try and attack the Princess.  But do a save first; you'll need it after you are wiped out by her Royal Guards.&lt;br /&gt;
&lt;br /&gt;
Your major decision (after you learn that the Princess's escort is just too tough) is whether to have Konrad recruit for one turn or two.  Do not recruit land troops with less than five movement points, as they will have trouble wading across the ford. You're under immense time pressure.  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.  Except for the hungry ones--who will be focused on killing anything in their path--all the enemies will be focused on killing Konrad. The hungry enemies might assist you somewhat as they will probably hit the orcs and humans before trying to snack on your forces.  Also, the orcs and humans will fight if they happen to cross paths.&lt;br /&gt;
&lt;br /&gt;
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 fight equally well over land or water.  Lure the orcs into the water, where your mermen have excellent defence and the orcs are highly vulnerable.  If you captured the eggs last scenario, consider using a gryphon to distract the enemy.(Note in the latest version Gryphons are not available until a later scenario)&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: ?? &amp;lt;!-- Uh, could someone fill this in? --&amp;gt;&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The quickest strategy is to recall a few Knights, Lancers, Paladins, and/or Grand Knights along with fresh Horsemen, kill the northwestern leader, then head east. The eastern leader's wolf riders will attempt to attack you through the center of the map, so be sure to place a few horsemen there. It's a good idea for Kalenz and Delfador to defend the southern mountains, as a few riders may come there as well. This is a good level for getting a large amount of gold.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26&lt;br /&gt;
* Starting units: Konrad, Delfador, Blidd, Kalenz, level 1 thug&lt;br /&gt;
* Early finish bonus: Find the correct entrance (the eastern one -- or the main one in version 1.3.4)&lt;br /&gt;
&lt;br /&gt;
This scenario offers the usual strategic choice -- run for the exit and an early finish bonus, or slowly and carefully exterminate the enemy forces.  If you choose to follow Delfador's advice and flee in terror, recruit one turn's worth of elven riders or gryphons to sacrifice as screening units.  If you choose to attack, you'll be in for a struggle.  For a real challenge, move to the middle of the map and get attacked from all sides... If you want to kill all three leaders, taking out the south eastern one with your full force and then splitting to take on both the others. Move Konrad near the exit (the eastern one!) so you can abort at any time. -- [v.1.3.4: moving directly to the eastern entrance does not work; it is blocked]&lt;br /&gt;
&lt;br /&gt;
The main door by the lake is barred from the inside.  Further, there is the usual tentacular horror hiding in the lake near the ancient subterranean Dwarven Kingdom. This means you will have to go into the entrance on the east.&lt;br /&gt;
&lt;br /&gt;
If you fought on the Isle of the Damned, one of your outlaws will tell you about a Bandit who will be willing to ally with you. The initial outlaw is expendable, the other one is loyal, though (no upkeep cost!)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;coward&amp;quot; strategy for version 1.3.4 :&lt;br /&gt;
In this version, you get a elvish scout, who says he'll check the entrance to see if it is opened. Send him there, passing on the right of the mountains that are along the &amp;quot;path&amp;quot; to the entrance. This will stop the north western orcs from killing him too soon. Once that is done, move the scout to the north western mountains, to lure the enemies there.&lt;br /&gt;
Recruit one turn worth of elvish scouts as sacrificial units. They'll lure the enemies away from Konrad. For a higher chance of success, leave Delfador and Kalenz near your keep, in the south. Since Kalenz is weak, he can easily be killed before Konrad makes it to the cave entrance. Once Konrad is near the center of the map (and overwhelmed by orcs), move them North a bit, to attract enemies to them. All you need to do now is move Konrad to the entrance as fast as possible. The cuttlefish should appear in the lake as you pass by it, which will delay the orcs some more.&lt;br /&gt;
&lt;br /&gt;
Do It Quickly:&lt;br /&gt;
On the first turn recruit some units you may want to give experience to (and you're not afraid of losing them too), but choose only those having movement range 6 or greater. Then capture two nearest villages with Konrad and Delfador. Run straight north. The elf scout should be the leader to the doors and the only step off the straight path is to capture the village NE of the lake. This should unleash the octopus which will attract NW troops (not sure, tried only once)&lt;br /&gt;
Eastern and western opponents are lazy and more attracted to the villages income than to fight. So they will first go south to capture villages near your keep. Before they do, you'll be at the middle of the map.&lt;br /&gt;
If you recruited units with movement 6 and headed N without any stop, you're likely to be engaged at the pillars by some units from NW. Delfador and other leaders should have no problem dealing with them. Next attack may happen at the doors, one turn before Konrad reaches the entrance.&lt;br /&gt;
I managed to do it, losing only one 1st level mage.&lt;br /&gt;
&lt;br /&gt;
Version 1.2.5:&lt;br /&gt;
I played on medium and found that I had only 20 turns. Killing all the orc leaders didn't end the game. You will still need to reach the door with Konrad. After reloading, I killed all the orc leaders AND managed to get Konrad to the door within 20 turns (20 exactly) but there was no bonus and I ended up with -ve gold because I had to recall all my veterans to kill the leaders. Finally, I adopted the coward's strategy. Created 5 Elvish scouts and 10 thieves and used them as canon fodder for the orcs. There were too many orcs and only 2 of the scouts survived but I ended up with 11 rounds of bonus.&lt;br /&gt;
&lt;br /&gt;
Version 1.6.4:&lt;br /&gt;
&lt;br /&gt;
On medium difficulty, I was able to defeat two out of the three leaders, and reach the door with Conrad by recruiting archers &amp;amp; horsemen, and then taking the western Orc keep. Then, i recruited one keep more of horsemen, and pushed forward. I was able to get Konrad to the exit by turn eighteen, and ended up defeating the northern Orc leader and most of the easter leader's troops, but I ended up with -ve gold. I was left with 1 horseman with 18/35 experience, four lancers, and two rangers i didn't have before.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. However, said chest is guarded by a rather nasty poison-biting, slow-web-throwing level 3 spider. Beware the blood bats, seek out a niche in the wall, and be wary exploring the secret passage!&lt;br /&gt;
&lt;br /&gt;
Tip: After this map, Gryphon Riders will finally be available for recruiting - provided you killed the Mother Gryphon during the Gryphon Mountain scenario previously.&lt;br /&gt;
&lt;br /&gt;
Tip: For the next three stages you don't have to use too many dwarven companions. All I needed was 2 fighters, 2 riders, 2 guardmen,and 2 thunderers. These fighters I use over and over leading them to all level up to level 3 and having lots of gold by the time I finish the cave levels.&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recruiting, 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.)&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objectives: Capture the Sceptre of Fire with Konrad or Li'sar&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 50&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Gold gift from Li'sar: 300 on easy, 200 on medium, 100 on hard&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus&lt;br /&gt;
** Randomly generated map&lt;br /&gt;
&lt;br /&gt;
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 scepter is.&lt;br /&gt;
&lt;br /&gt;
Give Li'sar the Sceptre as it gives her a ranged attack. In a later scenario another artifact (melee weapon) will be available, although it may be given to any unit. Since it replaces the unit's melee attack, it may be better to give that to Konrad since his melee attack is not as powerful as Li'sar's.&lt;br /&gt;
&lt;br /&gt;
No early finish bonus, so if you have the gold, this is a good place to level up. If you do, poise the character who is going to pick up the Sceptre right next to it, then send everybody else up to attack. Since there is a large time limit, milk every unit you can for maximum experience. And remember, Dwarvish Lords came in very handy later on.&lt;br /&gt;
&lt;br /&gt;
Note: in version 1.2.4 there is an early finish bonus.(for easy mode at least) It is still a good place (and idea) to level up.&lt;br /&gt;
&lt;br /&gt;
Tip: There is an early finish bonus for I had beat this stage within thirty turns and that had gave me a bonus of 37 gold per turn which multiplied to 185.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objectives: Defeat either of the leaders&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill either leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Next level depends on killed leader&lt;br /&gt;
*** Northern orcish leader will get you to the ''Snow Plains'' and the Flaming Sword&lt;br /&gt;
*** Southern undead leader will get you to the ''Swamp Of Dread'' and give you the chance to get lots of gold&lt;br /&gt;
*** There's a third option. If you take a mermen to the eastern side of the river, you will be asked if you want to go through the river instead&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts&lt;br /&gt;
** First real chance to level gryphons&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
You must choose whether to go north or south. A Death Knight and the undead lie to the south, guarding the way to the Swamp of Dread. This path is easier, as the undead are hampered by the swampy terrain even more than you. To the north are the usual orc horde, fighting in the hills, a tougher battle. Your choice will affect which magic artifact you can get in the next level. Northwards are the Snow Plains, where a magic weapon awaits; south is the Undead Swamp, where one of your units can obtain better armor.&lt;br /&gt;
&lt;br /&gt;
Whether you go north or south, recruit a few level 1 units as sacrifices, or use fast-moving gryphons to delay the other force.&lt;br /&gt;
&lt;br /&gt;
Tip: if you plan to go south, you do not need to defend the bridges: a strong attack will defeat the undead before the orcs cross the river.&lt;br /&gt;
&lt;br /&gt;
Tip: if you plan to head south against the undead leader, you can use your mermen - there are large tracts of swampy terrain for them to travel around in.&lt;br /&gt;
&lt;br /&gt;
Tip: in case you choose the mermen choice, you might want to attack south in the meanwhile to give them time to get to the eastern side of the map.&lt;br /&gt;
&lt;br /&gt;
Tip: gryphon riders make excellent diversions if you need to draw the enemy's attention away, especially if you are headed north and need something to slow down the undead chasing you from the south. Fly a gryphon rider or two southwest and make village-stealing forays east towards the undead castle. A couple of faster undead (e.g. chocobones) will usually move far away enough to catch up to your main army, but the remaining units should be temporarily distracted by the gryphons and waste a few turns turning back to go after them. This should free the bulk of your forces to deal with the orcs in the hills.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 43&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill the leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Li'sar will tell you she does not like her mother&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Konrad will find the Flaming Sword (15-4 melee, fire, magical) hidden under the great tree in the northeast near the enemy keep.  It will take Konrad a while to slog through the snow, forest, and hills, so you'll have to think about how many turns he will recall units.  Dwarves will do well in the mountains, as will the flying gryphons.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
Scenario objectives: Kill all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
There are lots of undead, but also many villages. You can earn lots of gold if you can capture and hold villages. It may be useful recruiting cheap units to defend villages against bats. One of the Death Knights drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (blade, impact and pierce). Since Li'sar is vulnerable to precisely those types of damage, you should probably give her the armor.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Tip:This is another stage where you can use mermans specifically your strongest merman, merman priestess and ones with the tridents.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
** Reach the forest kingdom of Emetria&lt;br /&gt;
** Survive until turns run out&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 21&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
On the other hand, while both the orc and human sides will attack you, you can lure them into attacking each other.  The orcs start in the north central part of the map, while the humans begin in the southeast.  You must decide whether Konrad will try to sneak along the northern map edge, or try to thread between the two opponents.&lt;br /&gt;
&lt;br /&gt;
In order to win, Konrad must be in the Elvish castle by the end of the last turn.  The early finish bonus is rather substantial: 44 gp per turn. However, you only get it if you kill both enemy leaders. Also, if both leaders are dead, it no longer matters whether your hero has reached the elven castle. Therefore, if one's dead already, killing the other makes for a workable 'plan b' if you realise you're 4 turns away from the castle, but only 2 away from the timer running out. (In 1.1, the enemy camps have been reinforced, and it is no longer practical to kill the leaders.)&lt;br /&gt;
&lt;br /&gt;
Version 1.2.5:&lt;br /&gt;
In this version, the fastest and best way for me was to just make Konrad run alone. Don't recall any units as the elvish riders that appear can be cannon fodder if necessary. Start by moving near the river side until you see orcs in the distance. Proceed slowly and wait for them to engage the humans. Then a group of elves will rush in to fight both orcs and humans. Time your run carefully between the elven forces in a NE direction and you can avoid meeting any humans or orcs. I think I finished in 13 or 14 turns without a single shot being fired (or flaming sword being slashed).&lt;br /&gt;
&lt;br /&gt;
Alternate Strategy:&lt;br /&gt;
&lt;br /&gt;
If you don't feel too confident, you can always try the most cowardly route of all, by going through the plains to the South, where you can eventually jump the river to safety. However, if you go through by this route, you will have to get close to &amp;quot;glancing blow&amp;quot; distance of the Humans- and their literal army of roughly 20 Swordsmen, guarding the west side of their encampment.&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
Scenario objectives: Kill all three enemy leaders. &lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus. 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. Use the forests to your advantage: elven troops are best in forest, while the loyalists and orcs are seriously slowed by the trees.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all enemy leaders: 27 Gold&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Defeat either all four leaders or 25 units in total&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 53&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 55 Gold per turn&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Horsemen and Bowmen. The map is mostly open plains which is ideal for horse-bound units. The easiest way to win 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 do good damage to Knights.&lt;br /&gt;
&lt;br /&gt;
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 bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
When any of the enemy leaders is killed, it is replaced with one or two knights (two or three in Hard). 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.&lt;br /&gt;
&lt;br /&gt;
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 good 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.&lt;br /&gt;
&lt;br /&gt;
If you want to kill all the clan leaders before killing 25 units (which finishes 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-east leader and then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the northwest 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 Southwest (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 out-run 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.&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46&lt;br /&gt;
Scenario objectives: Defeat Asheviere and, by killing her, reclaim the throne. &lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up camp 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 one turn, and then you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough hit points to survive the next thrashing. Three or four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heap 8HP to every unit adjacent to them. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, level one Dwarvish Guardsman are excellent; they'll take a good beating but not lose too many hit points because of their steadfast attribute. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no hit points will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50HP. Elvish Marshals will make your Dwarvish Guardsmen 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.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line poisoning each enemy unit. The enemies have very few villages available to them, 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.&lt;br /&gt;
&lt;br /&gt;
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 about 20 Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: you can recruit a castle of them on turn 1, send them south, elude enemy forces sent by the general in the futile attempt to catch you, then approach Asheviere for the kill (she will not have many troops at her own protection). Using this strategy, I won on turn 6 (and without losses). Swarming all four enemies with 6 new knights each turn is a very effective distraction strategy. Asheviere may divert about half of her force to destory the Gryphons. If this happens, congratulations. This means you've won. You should have still about 20 living Knights, and you should easily break through her lines.&lt;br /&gt;
&lt;br /&gt;
A good bonus from The Test of the Clans should be enough to win this scenario.&lt;br /&gt;
&lt;br /&gt;
One extraordinarily hilarious way to win this battle is through mass recruiting of Knights, which is quite possibly the only level Two unit you can ever recruit in the mainline campaigns.  With roughly 1500 Gold from the plains battle, you can recall every single unit of level two or higher before recruiting loads of Knights to massacre the enemy with suicidal attacks.  As long as you keep your heroes alive...  It'll be a very bloody, but short, win.&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=35464</id>
		<title>WesnothBinariesLinux</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothBinariesLinux&amp;diff=35464"/>
		<updated>2010-04-03T21:55:49Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* Arch Linux */ Deleted reference to a web that doesn't exist, and adds information about devel releases in Arch Linux&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not all Distributions are always at the state of the current release. If you want to be sure to have the current version, please get the sources and compile it yourself.&lt;br /&gt;
&lt;br /&gt;
== Arch Linux ==&lt;br /&gt;
* For the official pkg from [extra]: &amp;lt;code&amp;gt;pacman -S wesnoth&amp;lt;/code&amp;gt; &lt;br /&gt;
* There's a wesnoth-devel package for development releases in [http://aur.archlinux.org/packages.php?ID=9600 AUR].&lt;br /&gt;
&lt;br /&gt;
== Ark Linux ==&lt;br /&gt;
* Ark Linux includes an official wesnoth package, currently at version 1.7.0. Simply use the package installation tool to install the wesnoth package, or run &amp;lt;code&amp;gt;apt-get update; apt-get install wesnoth&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;apt-get -t dockyard-devel install wesnoth&amp;lt;/code&amp;gt; if you wish to run the current development version of wesnoth with all other packages from the stable tree)&lt;br /&gt;
* Users of other similar distributions can download the packages at [http://arklinux.osuosl.org/dockyard-devel the Ark Linux file server]. They are likely to run on any rpm based distribution that uses a recent version of gcc (&amp;gt;= 4.0) and glibc (&amp;gt;= 2.4).&lt;br /&gt;
&lt;br /&gt;
== Debian ==&lt;br /&gt;
* &amp;lt;code&amp;gt;aptitude install wesnoth&amp;lt;/code&amp;gt;&amp;lt;br/&amp;gt;(use &amp;lt;code&amp;gt;wesnoth-all&amp;lt;/code&amp;gt; if you want to pull in all the campaigns and the editor, too)&lt;br /&gt;
* [http://packages.debian.org/wesnoth Official packages] including the development releases in the experimental branch  &lt;br /&gt;
* [http://backports.org/ backports.org] offers the stable wesnoth releases for Debian stable, see http://wiki.debian.org/Backports for more informations.&lt;br /&gt;
&lt;br /&gt;
===International langugage support===&lt;br /&gt;
Debian does not come with all locales. If you can't choose your language, you need to add locale for your lang.&lt;br /&gt;
see man locale.gen for more info.&lt;br /&gt;
quick guide for lenny: uncomment locales you want in /etc/locale.gen, then as root run &amp;quot;locale-gen&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
&lt;br /&gt;
If you want to play with the SVN version directly you may have to compile it yourself. See [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth].&lt;br /&gt;
&lt;br /&gt;
'''To install the dependencies:'''&lt;br /&gt;
&lt;br /&gt;
You can use a neat trick: Use the Build-Dependencies of the Debian package.&lt;br /&gt;
&lt;br /&gt;
Just do an &amp;lt;code&amp;gt;aptitude build-dep wesnoth&amp;lt;/code&amp;gt;. That will pull in most you need. As of 1.4 stable wesnoth, the dependencies also include all of the &amp;quot;Boost&amp;quot; libraries, if you are using Debian stable/etch sources.list you need to also &amp;lt;code&amp;gt;aptitude install libboost-iostreams-dev libboost-test-dev&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''To compile it:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
If you have already installed an older version of wesnoth, uninstall it by:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;aptitude purge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this will not remove downloaded data or savegames which are stored in your home directory in the folder &amp;lt;code&amp;gt;.wesnoth&amp;lt;/code&amp;gt;. From this point on you can simply follow the advices from the [http://www.wesnoth.org/wiki/CompilingWesnoth Compiling Wesnoth] page, no need to duplicate that informations in here. :)&lt;br /&gt;
&lt;br /&gt;
== Ubuntu ==&lt;br /&gt;
&lt;br /&gt;
=== Karmic ===&lt;br /&gt;
&lt;br /&gt;
9.10's universe repository includes version 1.6.5.&lt;br /&gt;
&lt;br /&gt;
You can install via Applications-&amp;gt;Ubuntu Software Center, via System-&amp;gt;Administration-&amp;gt;Synaptic, or aptitude/apt-get.&lt;br /&gt;
&lt;br /&gt;
Also, [http://itwesnoth.valdan.net IT-WESNOTH] offers additional builds of the stable and development releases in their repository on tuxfamily: [http://download.tuxfamily.org/itwesnoth/debian/]. '''Please report issues with these packages to them and not to Ubuntu/the wesnoth team!'''&lt;br /&gt;
&lt;br /&gt;
=== Jaunty === &lt;br /&gt;
&lt;br /&gt;
9.04's universe repository includes version 1.6a&lt;br /&gt;
&lt;br /&gt;
You can install via System-&amp;gt;Administration-&amp;gt;Synaptic, via Applications-&amp;gt;Add/Remove or aptitude/apt-get.&lt;br /&gt;
&lt;br /&gt;
Also, [http://itwesnoth.valdan.net IT-WESNOTH] offers additional builds of the stable and development releases in their repository on tuxfamily: [http://download.tuxfamily.org/itwesnoth/debian/]. '''Please report issues with these packages to them and not to Ubuntu/the wesnoth team!'''&lt;br /&gt;
&lt;br /&gt;
===Intrepid=== &lt;br /&gt;
&lt;br /&gt;
8.10's universe repository includes version 1.4.5.&lt;br /&gt;
&lt;br /&gt;
You can install via System-&amp;gt;Administration-&amp;gt;Synaptic, via Applications-&amp;gt;Add/Remove or aptitude/apt-get.&lt;br /&gt;
&lt;br /&gt;
Also, [http://old.getdeb.net/app/The+Battle+for+Wesnoth GetDeb.net] offers packages from the 1.6 release. '''Please report issues with these packages to them and not to Ubuntu/the wesnoth team!'''&lt;br /&gt;
&lt;br /&gt;
===Hardy===&lt;br /&gt;
&lt;br /&gt;
* 8.04's (hardy) universe repository includes version 1.4.&lt;br /&gt;
* 8.04's (hardy-backports) universe repository includes version 1.4.4.&lt;br /&gt;
&lt;br /&gt;
See the [http://ubuntuguide.org/wiki/Ubuntu:Gutsy#How_to_add_extra_repositories Ubuntu Starter Guide]'s section on adding the universe repositories.&lt;br /&gt;
Install via System-&amp;gt;Administration-&amp;gt;Synaptic, via Applications-&amp;gt;Add/Remove or aptitude/apt-get.&lt;br /&gt;
&lt;br /&gt;
Also, [http://old.getdeb.net/app/The+Battle+for+Wesnoth GetDeb.net] offers packages from the 1.6 release. '''Please report issues with these packages to them and not to Ubuntu/the wesnoth team!'''&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
If you choose to build the source you should add the datadir flag to ''configure'' to ensure your installation puts the data in the same place as the official installation path:&lt;br /&gt;
&lt;br /&gt;
 cd /usr/src&lt;br /&gt;
 tar -xvzf wesnoth-1.x.x.tar.gz&lt;br /&gt;
 cd wesnoth-1.x.x&lt;br /&gt;
 ./configure --datadir=/usr/share/games ...&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== International language support ===&lt;br /&gt;
&lt;br /&gt;
If you want to use Wesnoth with a language that is not supported by your system, you have at least two options:&lt;br /&gt;
&lt;br /&gt;
From Wesnoth version 1.6 onwards you can start Wesnoth with the flag &amp;lt;code&amp;gt;--dummy-locales&amp;lt;/code&amp;gt; to enable all languages, even if they are not supported by your system.&lt;br /&gt;
&lt;br /&gt;
For older versions of Wesnoth you’ll have to enable the language on your own system first. Look in the file &amp;lt;code&amp;gt;/usr/share/i18n/SUPPORTED&amp;lt;/code&amp;gt; for a line with an ISO language code matching what you want. Append that line to &amp;lt;code&amp;gt;/var/lib/locales/supported.d/local&amp;lt;/code&amp;gt;, then run &amp;lt;code&amp;gt;sudo dpkg-reconfigure locales&amp;lt;/code&amp;gt;. You should now be able to select that language from the language selector in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== Fedora ==&lt;br /&gt;
Battle for Wesnoth is included in [http://fedoraproject.org/ Fedora].  The current version of Battle for Wesnoth is available for ppc, i386, and x86_64 architectures.  If you have problems with these packages, or other questions, please contact the Fedora maintainer [mailto:limb_AT_jcomserv.net Jon Ciesla].&lt;br /&gt;
&lt;br /&gt;
To install simply run:&lt;br /&gt;
* &amp;lt;code&amp;gt;yum install wesnoth wesnoth-tools wesnoth-server&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gentoo ==&lt;br /&gt;
For the stable release just type:&lt;br /&gt;
* &amp;lt;code&amp;gt;emerge wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the development release you will have to fetch an overlay, eg from this site:&lt;br /&gt;
http://www.dorf.wh.uni-dortmund.de/priv/markus/wesnoth-dev.tbz&lt;br /&gt;
extract it to your local overlay-directory and then type&lt;br /&gt;
&amp;lt;code&amp;gt;emerge wesnoth-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
The ebuild will be updated whenever the person creating the ebuild finds the time to do so.&lt;br /&gt;
&lt;br /&gt;
Or if you're too impatient to wait and willing to take the risk of things blowing up, download&lt;br /&gt;
and extract the overlay, make a copy of the highest available ebuild version, but change the version number to&lt;br /&gt;
that of Wesnoth version you want (for instance, wesnoth-dev-1.3.2.ebuild might become &lt;br /&gt;
wesnoth-dev-1.3.8.ebuild ), run &lt;br /&gt;
&amp;lt;code&amp;gt;ebuild [new ebuild file] digest&amp;lt;/code&amp;gt;&lt;br /&gt;
and then try to emerge. It may or may not work, depending on exactly how extensive the changes in the Wesnoth&lt;br /&gt;
source are--going from 1.3.2 to 1.3.8 this way worked for me.&lt;br /&gt;
There's an ebuild for 1.5.8 on Gentoo Bugzilla: http://bugs.gentoo.org/show_bug.cgi?id=256513&lt;br /&gt;
&lt;br /&gt;
For building from svn tree download the portage overlay from:&lt;br /&gt;
http://www.dorf.wh.uni-dortmund.de/priv/markus/wesnoth-svn.tbz&lt;br /&gt;
extract it to your local overlay-directory and then type&lt;br /&gt;
&amp;lt;code&amp;gt;emerge wesnoth-svn&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
wesnoth-dev are the official development releases&lt;br /&gt;
while wesnoth-svn will build straight from SVN-source tree to keep you up to date with the lastest changes and all the errors ;-)&lt;br /&gt;
updating wesnoth-svn will not work ! you have to reemerge it each time you want to update !&lt;br /&gt;
&lt;br /&gt;
 Note: Neither wesnoth-dev nor wesnoth-svn seem to be maintained (as seen Nov 2009). The easiest way &lt;br /&gt;
 should be downloading the source and following the instructions to build wesnoth in the source directory &lt;br /&gt;
 with cmake and as a normal user. Inside the source directory start with ''./wesnoth'', as opposed &lt;br /&gt;
 to ''wesnoth'' from your portage tree.&lt;br /&gt;
&lt;br /&gt;
== KateOS ==&lt;br /&gt;
Currently Battle for Wesnoth v1.4 is available in offcial KateOS repo (testing for now)&lt;br /&gt;
[http://www.kateos.org/download/packages/testing3/]&lt;br /&gt;
&lt;br /&gt;
== klik ==&lt;br /&gt;
The most easy way to testdrive BfW is provided via [http://klik.atekon.de/ klik]. klik enables clients to create distribution-independent binaries which require no &amp;quot;installation&amp;quot; (the base system remains untouched); its created &amp;quot;AppDir&amp;quot; bundles run even from USB stick or CD RW. klik support is pre-enabled on Knoppix and Kanotix Live CDs. Other distros need to install a small klik client (less than 20 kByte download, less than 20 seconds effort).  See the [http://klik.atekon.de/wiki/index.php/User%27s_FAQ klik FAQ] for details. A [http://wesnoth.klik.atekon.de/ BfW-specific klik website] has links to help with the package. Once the klik client is installed, look at this:&lt;br /&gt;
* [http://wesnoth.klik.atekon.de/ Wesnoth-1.0] ancient stable Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth'' into your Browser&lt;br /&gt;
* [http://wesnoth-latest.klik.atekon.de/ Wesnoth-1.1.1] ancient Development-Version: to &amp;quot;klik&amp;quot; it, type ''klik://wesnoth-latest'' into your Browser&lt;br /&gt;
&lt;br /&gt;
== Mandrake (cooker) ==&lt;br /&gt;
* &amp;lt;code&amp;gt;urpmi wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
* Binary: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/i586/media/contrib/&lt;br /&gt;
* Source: ftp://ftp.free.fr/pub/Distributions_Linux/Mandrakelinux/devel/cooker/contrib/SRPMS/&lt;br /&gt;
&lt;br /&gt;
== Pardus ==&lt;br /&gt;
* Run Package Manager, click Games section, select Wesnoth and click install.&lt;br /&gt;
* If you prefer to install Wesnoth from command line type &amp;lt;code&amp;gt;pisi it wesnoth&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Slackware ==&lt;br /&gt;
&lt;br /&gt;
* Slackbuilds for Battle for Wesnoth on Slackware 13 are for 1.6.5.  Developmental branch requires you to edit  a new line between 65 &amp;amp; 66 with './autogen.sh' in addition to changing the version number in the wesnoth.SlackBuild script.&lt;br /&gt;
&lt;br /&gt;
* Packages of Battle for Wesnoth for Slackware 12.2 can be downloaded from [http://slacky.eu/aadm/pkgs/index.php?sear=wesnoth&amp;amp;ver=6 slacky.eu] Latest Wesnoth build: 1.6.3&lt;br /&gt;
&lt;br /&gt;
* Building from source using SlackBuild script for Slackware 12.2 [http://slackbuilds.org/repository/12.2/games/wesnoth/ SlackBuilds.org] Latest Wesnoth build: 1.6.1 Note: Probably could be used for building newer 1.6.x version.&lt;br /&gt;
&lt;br /&gt;
Note: Depends on boost package (+ icu package if you use binary from slacky.eu), so it should be installed before installing Battle for Wesnoth binary or compiling from source.&lt;br /&gt;
&lt;br /&gt;
Install boost and icu binary from slacky.eu [http://slacky.eu/aadm/pkgs/index.php?sear=boost&amp;amp;ver=6 boost] [http://slacky.eu/aadm/pkgs/index.php?ver=6&amp;amp;sear=icu icu]&lt;br /&gt;
&lt;br /&gt;
Compile boost from source using SlackBuild script [http://slackbuilds.org/repository/12.2/development/boost/ SlackBuilds.org]&lt;br /&gt;
&lt;br /&gt;
* Installation:&lt;br /&gt;
&lt;br /&gt;
Binary package: Downloaded Battle for Wesnoth binary, boost and icu dependency install with installpkg command.&lt;br /&gt;
&lt;br /&gt;
For example: #installpkg wesnoth-1.6.3-i486-1sl.tgz boost-1.39.0-i686-1as.tgz icu-3.6-i486-2sl.tgz&lt;br /&gt;
&lt;br /&gt;
SlackBuild script: Consult SlackBuilds [http://slackbuilds.org/howto/ HOWTO]&lt;br /&gt;
&lt;br /&gt;
== [[SuSE]] / [http://www.opensuse.org OpenSUSE] ==&lt;br /&gt;
&lt;br /&gt;
These are builds of The Battle For Wesnoth for several SUSE Linux distributions, made for both i386 and x86_64 architecture. On SUSE Linux 10.1 and above, as well as on SLED, just use the zen-updater and add these directories to your available services (as ZYPP). On 10.0 and older, you can use YaST to add the installation sources. On OpenSUSE 10.3 or higher, just use 1-click Install.&lt;br /&gt;
&lt;br /&gt;
If you have problems with these packages, or other questions, please contact [http://en.opensuse.org/User:Hhetter123 Holger Hetterich].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* OpenSUSE 11.1 [http://software.opensuse.org/search?baseproject=openSUSE%3A11.1&amp;amp;p=1&amp;amp;q=wesnoth One-Click-Install]&lt;br /&gt;
* OpenSUSE 11 [http://software.opensuse.org/search?baseproject=openSUSE%3A11.0&amp;amp;p=1&amp;amp;q=wesnoth One-Click-Install]&lt;br /&gt;
* OpenSUSE 10.3 [http://software.opensuse.org/search?p=1&amp;amp;baseproject=openSUSE%3A10.3&amp;amp;q=wesnoth One-Click-Install]&lt;br /&gt;
* SUSE Linux 10.1 http://software.opensuse.org/download/games:/strategy:/turn-based/SUSE_Linux_10.1/&lt;br /&gt;
* OpenSUSE Linux 10.2 http://software.opensuse.org/download/games:/strategy:/turn-based/openSUSE_10.2/&lt;br /&gt;
* OpenSUSE Factory [http://software.opensuse.org/search?baseproject=openSUSE%3AFactory&amp;amp;p=1&amp;amp;q=wesnoth One-Click-Install]&lt;br /&gt;
* SLED 10 (SUSE Linux Enterprise Desktop) requires an additional installation source including common required packages SLED is missing. First add http://software.opensuse.org/download/SUSE:/SLE-10:/SDK:/Extra/SLE_10/ , then add http://software.opensuse.org/download/games:/strategy:/turn-based/SLED10_SDK_Extras/ to your installation sources.&lt;br /&gt;
&lt;br /&gt;
== Vine Linux ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;wesnoth&amp;quot; rpm package for &amp;quot;Vine Linux 5&amp;quot; is using VLGothic font.&lt;br /&gt;
&lt;br /&gt;
;Vine Linux 5.x&lt;br /&gt;
: VinePlus (plus category)&lt;br /&gt;
:* RPM package &amp;quot;wesnoth&amp;quot; is version 1.6.x.&lt;br /&gt;
:* RPM package &amp;quot;wesnoth147&amp;quot; is version 1.4.7.&lt;br /&gt;
&lt;br /&gt;
To install simply run:&lt;br /&gt;
* &amp;lt;code&amp;gt;apt-get install wesnoth&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Yoper Linux ==&lt;br /&gt;
All versions built for Yoper 2.2.0-6, although they should install on 2.1.&lt;br /&gt;
Please let kernowyon know via the Yoper forums if you get any problems&lt;br /&gt;
Latest 1.0.2 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0.2-1.i686.rpm&lt;br /&gt;
1.0.1 version&lt;br /&gt;
* http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-1.0-1.i686.rpm&lt;br /&gt;
Earlier version&lt;br /&gt;
*http://yoperstuff.kernowyon.org.uk/rpms/wesnoth-0.9.7-1.i686.rpm&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [http://rpmfind.net/linux/rpm2html/search.php?query=wesnoth Search RPMs]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[Download]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=29395</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=29395"/>
		<updated>2009-03-29T18:23:35Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* The Legend of Wesmere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
&lt;br /&gt;
'''String #91''': &amp;quot;'''''a'''nd I see the remains of the garrison has been taken prisoner.''&amp;quot;&lt;br /&gt;
:I think it should start with capital: &amp;quot;'''''A'''nd I see [...]''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #109''': &amp;quot;''There they are. They have dumped our gold in their treasury. We must strike quickly and leave with the gold before they bring in reinforcements''&amp;quot;&lt;br /&gt;
:There should be a final dot: &amp;quot;''[...] bring in reinforcements'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #121''': &amp;quot;''Turnabout is fair play. Now that we've retrieved the gold, let us '''fare''' swiftly back to Wesmere. The Saurians will likely be infesting the direct route, so we will detour to the north. ''&amp;quot;&lt;br /&gt;
:I'm not sure about this one -since I'm not native English speaker-, but is it &amp;quot;'''''fare'''''&amp;quot; or &amp;quot;'''''far'''''&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
'''String #123''': &amp;quot;''To evade the saurians blocking the eastern approaches to Wesmere, Kalenz and his war-band moved to enter Wesmere Forest from a different direction ...''&amp;quot;&lt;br /&gt;
:I think there shouldn't be a white space between &amp;quot;''direction''&amp;quot; and &amp;quot;''...''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #201''': &amp;quot;''I told ye I'd be here''&amp;quot;&lt;br /&gt;
:There's not final dot: &amp;quot;''[...] I'd be here'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #202''': &amp;quot;''It's not much of an army he is bringing with him, though''&amp;quot;&lt;br /&gt;
:There's not final dot: &amp;quot;''[...] with him, though'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #207''': &amp;quot;''Sure, minus expenses''&amp;quot;&lt;br /&gt;
:There's not final dot: &amp;quot;''Sure, minus expenses'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #217''': &amp;quot;''Kalenz\n [...]''&amp;quot;&lt;br /&gt;
:The rest of the string near this has this form: &amp;quot;'''''@'''Kalenz\n [...]''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #559''': &amp;quot;''[...] '''Sundered''' from his kin by their mortality, fleeing the reflections in their eyes of his lost beloved, he left his home and wandered for many a year across the Great Continent. [...]''&amp;quot;&lt;br /&gt;
:I couldn't found it in Wordreference, and after making some research, I think it's suposed to be: &amp;quot;'''''Asundered''' from his kin [...]''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say &amp;quot;Your elf used a sword...&amp;quot;.  He should say nothing, or perhaps say something along the lines of &amp;quot;Try attacking the quintain with one of your elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==1.6 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=29013</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=29013"/>
		<updated>2009-03-22T12:48:51Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* The Legend of Wesmere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
&lt;br /&gt;
'''String #91''': &amp;quot;'''''a'''nd I see the remains of the garrison has been taken prisoner.''&amp;quot;&lt;br /&gt;
:I think it should start with capital: &amp;quot;'''''A'''nd I see [...]''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #109''': &amp;quot;''There they are. They have dumped our gold in their treasury. We must strike quickly and leave with the gold before they bring in reinforcements''&amp;quot;&lt;br /&gt;
:There should be a final dot: &amp;quot;''[...] bring in reinforcements'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #121''': &amp;quot;''Turnabout is fair play. Now that we've retrieved the gold, let us '''fare''' swiftly back to Wesmere. The Saurians will likely be infesting the direct route, so we will detour to the north. ''&amp;quot;&lt;br /&gt;
:I'm not sure about this one -since I'm not native English speaker-, but is it &amp;quot;'''''fare'''''&amp;quot; or &amp;quot;'''''far'''''&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
'''String #123''': &amp;quot;''To evade the saurians blocking the eastern approaches to Wesmere, Kalenz and his war-band moved to enter Wesmere Forest from a different direction ...''&amp;quot;&lt;br /&gt;
:I think there shouldn't be a white space between &amp;quot;''direction''&amp;quot; and &amp;quot;''...''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #201''': &amp;quot;''I told ye I'd be here''&amp;quot;&lt;br /&gt;
:There's not final dot: &amp;quot;''[...] I'd be here'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #202''': &amp;quot;''It's not much of an army he is bringing with him, though''&amp;quot;&lt;br /&gt;
:There's not final dot: &amp;quot;''[...] with him, though'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #207''': &amp;quot;''Sure, minus expenses''&amp;quot;&lt;br /&gt;
:There's not final dot: &amp;quot;''Sure, minus expenses'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #217''': &amp;quot;''Kalenz\n [...]''&amp;quot;&lt;br /&gt;
:The rest of the string near this has this form: &amp;quot;'''''@'''Kalenz\n [...]''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say &amp;quot;Your elf used a sword...&amp;quot;.  He should say nothing, or perhaps say something along the lines of &amp;quot;Try attacking the quintain with one of your elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==1.6 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=29010</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=29010"/>
		<updated>2009-03-22T12:13:30Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* The Legend of Wesmere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
&lt;br /&gt;
'''String #91''': &amp;quot;'''''a'''nd I see the remains of the garrison has been taken prisoner.''&amp;quot;&lt;br /&gt;
:I think it should start with capital: &amp;quot;'''''A'''nd I see [...]''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #109''': &amp;quot;''There they are. They have dumped our gold in their treasury. We must strike quickly and leave with the gold before they bring in reinforcements''&amp;quot;&lt;br /&gt;
:There should be a final dot: &amp;quot;''[...] bring in reinforcements'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #121''': &amp;quot;''Turnabout is fair play. Now that we've retrieved the gold, let us '''fare''' swiftly back to Wesmere. The Saurians will likely be infesting the direct route, so we will detour to the north. ''&amp;quot;&lt;br /&gt;
:I'm not sure about this one -since I'm not native English speaker-, but is it &amp;quot;'''''fare'''''&amp;quot; or &amp;quot;'''''far'''''&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
'''String #123''': &amp;quot;''To evade the saurians blocking the eastern approaches to Wesmere, Kalenz and his war-band moved to enter Wesmere Forest from a different direction ...''&amp;quot;&lt;br /&gt;
:I think there shouldn't be a white space between &amp;quot;''direction''&amp;quot; and &amp;quot;''...''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #201''': &amp;quot;''I told ye I'd be here''&amp;quot;&lt;br /&gt;
:There's not final dot: &amp;quot;''[...] I'd be here'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #202''': &amp;quot;''It's not much of an army he is bringing with him, though''&amp;quot;&lt;br /&gt;
:There's not final dot: &amp;quot;''[...] with him, though'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #207''': &amp;quot;''Sure, minus expenses''&amp;quot;&lt;br /&gt;
:There's not final dot: &amp;quot;''Sure, minus expenses'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say &amp;quot;Your elf used a sword...&amp;quot;.  He should say nothing, or perhaps say something along the lines of &amp;quot;Try attacking the quintain with one of your elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==1.6 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=29009</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=29009"/>
		<updated>2009-03-22T12:01:55Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* The Legend of Wesmere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
&lt;br /&gt;
'''String #91''': &amp;quot;'''''a'''nd I see the remains of the garrison has been taken prisoner.''&amp;quot;&lt;br /&gt;
:I think it should start with capital: &amp;quot;'''''A'''nd I see [...]''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #109''': &amp;quot;''There they are. They have dumped our gold in their treasury. We must strike quickly and leave with the gold before they bring in reinforcements''&amp;quot;&lt;br /&gt;
:There should be a final dot: &amp;quot;''[...] bring in reinforcements'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #121''': &amp;quot;''Turnabout is fair play. Now that we've retrieved the gold, let us '''fare''' swiftly back to Wesmere. The Saurians will likely be infesting the direct route, so we will detour to the north. ''&amp;quot;&lt;br /&gt;
:I'm not sure about this one -since I'm not native English speaker-, but is it &amp;quot;'''''fare'''''&amp;quot; or &amp;quot;'''''far'''''&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
'''String #123''': &amp;quot;''To evade the saurians blocking the eastern approaches to Wesmere, Kalenz and his war-band moved to enter Wesmere Forest from a different direction ...''&amp;quot;&lt;br /&gt;
:I think there shouldn't be a white space between &amp;quot;''direction''&amp;quot; and &amp;quot;''...''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #201''': &amp;quot;''I told ye I'd be here''&amp;quot;&lt;br /&gt;
:There's not final dot: &amp;quot;''[...] I'd be here'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #202''': &amp;quot;''It's not much of an army he is bringing with him, though''&amp;quot;&lt;br /&gt;
:There's not final dot: &amp;quot;''[...] with him, though'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say &amp;quot;Your elf used a sword...&amp;quot;.  He should say nothing, or perhaps say something along the lines of &amp;quot;Try attacking the quintain with one of your elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==1.6 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=29007</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=29007"/>
		<updated>2009-03-22T11:58:26Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* The Legend of Wesmere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
&lt;br /&gt;
'''String #91''': &amp;quot;'''''a'''nd I see the remains of the garrison has been taken prisoner.''&amp;quot;&lt;br /&gt;
:I think it should start with capital: &amp;quot;'''''A'''nd I see [...]''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #109''': &amp;quot;''There they are. They have dumped our gold in their treasury. We must strike quickly and leave with the gold before they bring in reinforcements''&amp;quot;&lt;br /&gt;
:There should be a final dot: &amp;quot;''[...] bring in reinforcements'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #121''': &amp;quot;''Turnabout is fair play. Now that we've retrieved the gold, let us '''fare''' swiftly back to Wesmere. The Saurians will likely be infesting the direct route, so we will detour to the north. ''&amp;quot;&lt;br /&gt;
:I'm not sure about this one -since I'm not native English speaker-, but is it &amp;quot;'''''fare'''''&amp;quot; or &amp;quot;'''''far'''''&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
'''String #123''': &amp;quot;''To evade the saurians blocking the eastern approaches to Wesmere, Kalenz and his war-band moved to enter Wesmere Forest from a different direction ...''&amp;quot;&lt;br /&gt;
:I think there shouldn't be a white space between &amp;quot;''direction''&amp;quot; and &amp;quot;''...''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #201''': &amp;quot;''I told ye I'd be here''&amp;quot;&lt;br /&gt;
:There's not final dot: &amp;quot;''[...] I'd be here'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say &amp;quot;Your elf used a sword...&amp;quot;.  He should say nothing, or perhaps say something along the lines of &amp;quot;Try attacking the quintain with one of your elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==1.6 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=28932</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=28932"/>
		<updated>2009-03-21T22:52:00Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* The Legend of Wesmere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
&lt;br /&gt;
'''String #91''': &amp;quot;'''''a'''nd I see the remains of the garrison has been taken prisoner.''&amp;quot;&lt;br /&gt;
:I think it should start with capital: &amp;quot;'''''A'''nd I see [...]''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #109''': &amp;quot;''There they are. They have dumped our gold in their treasury. We must strike quickly and leave with the gold before they bring in reinforcements''&amp;quot;&lt;br /&gt;
:There should be a final dot: &amp;quot;''[...] bring in reinforcements'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #121''': &amp;quot;''Turnabout is fair play. Now that we've retrieved the gold, let us '''fare''' swiftly back to Wesmere. The Saurians will likely be infesting the direct route, so we will detour to the north. ''&amp;quot;&lt;br /&gt;
:I'm not sure about this one -since I'm not native English speaker-, but is it &amp;quot;'''''fare'''''&amp;quot; or &amp;quot;'''''far'''''&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
'''String #123''': &amp;quot;''To evade the saurians blocking the eastern approaches to Wesmere, Kalenz and his war-band moved to enter Wesmere Forest from a different direction ...''&amp;quot;&lt;br /&gt;
:I think there shouldn't be a white space between &amp;quot;''direction''&amp;quot; and &amp;quot;''...''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say &amp;quot;Your elf used a sword...&amp;quot;.  He should say nothing, or perhaps say something along the lines of &amp;quot;Try attacking the quintain with one of your elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==1.6 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=28928</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=28928"/>
		<updated>2009-03-21T21:28:15Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* The Legend of Wesmere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
&lt;br /&gt;
'''String #91''': &amp;quot;''and I see the remains of the garrison has been taken prisoner.''&amp;quot;&lt;br /&gt;
:I think it should start with capital: &amp;quot;'''''A'''nd I see [...]''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''String #109''': &amp;quot;''There they are. They have dumped our gold in their treasury. We must strike quickly and leave with the gold before they bring in reinforcements''&amp;quot;&lt;br /&gt;
:There should be a final dot: &amp;quot;''[...] bring in reinforcements'''.'''''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say &amp;quot;Your elf used a sword...&amp;quot;.  He should say nothing, or perhaps say something along the lines of &amp;quot;Try attacking the quintain with one of your elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==1.6 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=28927</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=28927"/>
		<updated>2009-03-21T21:26:04Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* The Legend of Wesmere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
&lt;br /&gt;
String #91: &amp;quot;and I see the remains of the garrison has been taken prisoner.&amp;quot;&lt;br /&gt;
:I think it should start with capital: &amp;quot;'''A'''nd I see [...]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
String #109: &amp;quot;There they are. They have dumped our gold in their treasury. We must strike &lt;br /&gt;
quickly and leave with the gold before they bring in reinforcements&amp;quot;&lt;br /&gt;
:There should be a final dot: &amp;quot;[...] bring in reinforcements'''.'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say &amp;quot;Your elf used a sword...&amp;quot;.  He should say nothing, or perhaps say something along the lines of &amp;quot;Try attacking the quintain with one of your elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==1.6 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=28926</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=28926"/>
		<updated>2009-03-21T19:05:19Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: /* The Legend of Wesmere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
==An Orcish Incursion==&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
&lt;br /&gt;
==Liberty==&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan==&lt;br /&gt;
&lt;br /&gt;
==The Legend of Wesmere==&lt;br /&gt;
String #91: &amp;quot;and I see the remains of the garrison has been taken prisoner.&amp;quot;&lt;br /&gt;
:I think it should start with capital, &amp;quot;'''A'''nd I see [...]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say &amp;quot;Your elf used a sword...&amp;quot;.  He should say nothing, or perhaps say something along the lines of &amp;quot;Try attacking the quintain with one of your elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Manual==&lt;br /&gt;
&lt;br /&gt;
==Manpages==&lt;br /&gt;
&lt;br /&gt;
==1.6 Announcement==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
&lt;br /&gt;
==Translation code bugs==&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Support&amp;diff=28369</id>
		<title>Support</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Support&amp;diff=28369"/>
		<updated>2009-02-27T10:51:43Z</updated>

		<summary type="html">&lt;p&gt;Gallaecio: Adding a IRC Galician channel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
There are many ways to get help. From online documentation to support from the community on IRC or forums.&lt;br /&gt;
&lt;br /&gt;
== Wiki Resources ==&lt;br /&gt;
* [[Play|Online Players Guide]] - Game manual, walkthroughs, strategy guides, and more.&lt;br /&gt;
* [[Create|Content-Creation Guide]] - Manual showing how to create new campaigns for Wesnoth.&lt;br /&gt;
* [[StartingPoints|Starting Points]] - List of pages to serve as starting point for diving deeply into the wiki...&lt;br /&gt;
* [[MP_CodeOfConduct | Multiplayer Information ]] - Info about server moderators, useful MP commands, and our online Code of Conduct.&lt;br /&gt;
&lt;br /&gt;
== Reporting Bugs ==&lt;br /&gt;
If you are experiencing problems, you should consider [[ReportingBugs|reporting a bug]].&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
&lt;br /&gt;
When asking for help with some technical problem in the game forums, please provide the following information:&lt;br /&gt;
* which operating system do you use (e.g. Windows, Linux, Mac OSX)&lt;br /&gt;
* which version of Wesnoth do you use (it is displayed in the bottom left corner of title screen)&lt;br /&gt;
* contents of file &amp;quot;stderr.txt&amp;quot;&lt;br /&gt;
** on MS Windows, it is here: &amp;quot;C:\Program Files\Wesnoth\stderr.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Forums ===&lt;br /&gt;
* [http://www.wesnoth.org/forum/ Official Wesnoth forums]&lt;br /&gt;
* [[Wesnoth_Acronyms_and_Slang|Wesnoth Acronyms]] - forum lingo&lt;br /&gt;
* [http://www.wesnoth.cn Chinese wesnoth forums]&lt;br /&gt;
* [http://wif.altervista.org/index.php  Wesnoth Italian Forums (W.I.F)]&lt;br /&gt;
* [http://www.wesnothlife.ru/forum/ Russian Wesnoth Forums]&lt;br /&gt;
&lt;br /&gt;
=== IRC ===&lt;br /&gt;
If you don't know what IRC is, check out [http://www.irchelp.org/ irchelp].&lt;br /&gt;
&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth #wesnoth]: this channel is for general conversation amongst Wesnoth users and developers alike.&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-dev #wesnoth-dev]: the development discussion channel. Most contributors and developers (WML, C++ and art people alike) hang around here, exchanging ideas and code patches.&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-mp #wesnoth-mp]: the multiplayer servers' status and development discussion channel.&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-music #wesnoth-music]&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-umc-dev #wesnoth-umc-dev]: the look-alike of #wesnoth-dev for the [http://www.wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=21413 Wesnoth User-made Add-ons Development] repository.&lt;br /&gt;
* [irc://irc.tweakers.net/wesnoth #wesnoth (Dutch channel)]&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-de #wesnoth-de (German channel)]: the German look-alike of #wesnoth, mainly used by German-speaking users and translators.&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-pl #wesnoth-pl (Polish channel)]: as above, but Polish&lt;br /&gt;
* [irc://irc.syrolnet.org/WIF #WIF (Italian channel)]&lt;br /&gt;
* [irc://irc.freenode.net/wesnoth-gl #wesnoth-gl (Galician channel)]&lt;br /&gt;
You can also see the [http://irclog.wesnoth.org/ logs] of the #wesnoth, #wesnoth-de, #wesnoth-dev and #wesnoth-umc-dev channels.&lt;br /&gt;
&lt;br /&gt;
=== Mailing Lists ===&lt;br /&gt;
* [https://mail.gna.org/listinfo/wesnoth-dev/ wesnoth-dev] ([https://mail.gna.org/public/wesnoth-dev/ archives]): the mailing list for discussing mainline development issues; it is not intended for bug reports or feature requests. See [[ReportingBugs]] for those.&lt;br /&gt;
* [https://mail.gna.org/listinfo/wesnoth-commits/ wesnoth-commits] ([https://mail.gna.org/public/wesnoth-commits/ archives]): all commits made to the mainline SVN repository are automatically echoed in this list for those who want or need to keep track of them. New developers and contributors are required to subscribe to this list.&lt;br /&gt;
* [https://mail.gna.org/listinfo/wesnoth-i18n/ wesnoth-i18n] ([https://mail.gna.org/public/wesnoth-i18n/ archives]): the internationalization (i18n) mailing list; all translation team maintainers and the i18n managers should subscribe and keep track of announcements and discussions taking place in this list.&lt;br /&gt;
&lt;br /&gt;
=== Other Servers List ===&lt;br /&gt;
see [http://www.wesnoth.org/wiki/MultiplayerServers here]&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Gallaecio</name></author>
		
	</entry>
</feed>