<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mathemagician</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mathemagician"/>
	<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/Special:Contributions/Mathemagician"/>
	<updated>2026-05-24T21:00:43Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.16</generator>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DeadlyUnitsFromLotI&amp;diff=69696</id>
		<title>DeadlyUnitsFromLotI</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DeadlyUnitsFromLotI&amp;diff=69696"/>
		<updated>2022-07-03T16:00:58Z</updated>

		<summary type="html">&lt;p&gt;Mathemagician: /* Devastating Demilich of Doom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Legend of the Invincibles - Deadly units (2019 versions) ==&lt;br /&gt;
&lt;br /&gt;
Add your suggestions here!!!&lt;br /&gt;
&lt;br /&gt;
(WDF) Entirely Different Game Plan As this Unit Doesn't Kill Itself But Makes everything else Stupid. Duke/Elvish Warlord With Basically any support items/Amla's Can Make an Average Unit Into A Boss Shredder by giving it over 100% Attack Increase, Penetration,Defense Buffs, Marksman And Whatever else You could think of with the right Items. Not really a specific unit But moreso An Overall Type of unit. 2 Big Tips, 1: You can Get a Duke(Who can get one higher level of leadership I believe) relatively early By levelling Mario in Part 1 And The General On Efraim's Side in Part 2 and 2: If you want to InstaKill Bosses, Use these guys to Buff Battleragers. Whatever the Ragers Are Looking at won't be a boss for Long.&lt;br /&gt;
&lt;br /&gt;
== Legend of the Invincibles - Deadly units (2015 to 2019 changes) ==&lt;br /&gt;
=== Assassin of Everything ===&lt;br /&gt;
The reduction is suck is the primary reason this unit is no longer so dominant. Getting more than suck 2 is pretty tough in 2019. Conviction also formerly reduced all resistances and now it only reduces elemental ones (see Frail tide for physical).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Legend of the Invincibles - Deadly units (2015 versions) ==&lt;br /&gt;
I ([[User:Ashes]]) created this wiki page to share tips and tricks for Legend of the Invincibles, and mainly to share deadly units. This campaign has a gameply so different from the standard BfW game that the usual tricks are no more relevant. The start of the campaign is good to help the beginner, but some other things can only be learned later, when playing.&lt;br /&gt;
&lt;br /&gt;
== Boss killers ==&lt;br /&gt;
Sometimes, there is a villain with hundreds of hitpoints. One possibility is to carefully organise a long fight that will kill the villain. But in practice it is more efficient to have a boss killer that will kill it in one turn.&lt;br /&gt;
&lt;br /&gt;
=== Berserker draining dwarf ===&lt;br /&gt;
My ([[User:Ashes]]) favourite boss killer.&lt;br /&gt;
A Dwarvish Battlerager with a Soul Eclipse axe. Unless the enemy resists drain, or the enemy is very difficult to hit, this dwarf is deadly.&lt;br /&gt;
&lt;br /&gt;
I also equipped my Dwarvish Battlerager with a Mithral Armour of Wrath (wrath is very useful for berserkers) and some additional but less important items (a Deadborn cloak to suck 2 health and to have 5% chance to strike a devastating blow; boots of Lightning agility and Lucky Farmer's Amulet to reduce chances of getting hit, gauntlets of Fiery Blood to be able to choose between fire damage and blade damage, ...)&lt;br /&gt;
&lt;br /&gt;
Why is he better:&lt;br /&gt;
Full fledged berserk means a huge number of attacks - either he dies or the target dies.&lt;br /&gt;
&lt;br /&gt;
=== Destroyer (Part II equipment) ===&lt;br /&gt;
My ([[User:dabber]]) primary solo boss killer.&lt;br /&gt;
Destroyer with Jawbreaker as his weapon, because that provides Mayhem (target damage drops after each hit). Need AMLAs for Battle Frenzy and its upgrades to give him 30 attacks. Jawbreaker provides only suck 2, but a little bit more suck from other items combined with his natural physical resistances mean he does fine.&lt;br /&gt;
&lt;br /&gt;
Other major upgrades:&lt;br /&gt;
* Mystic Armour of the Untouchable (suck and dodge)&lt;br /&gt;
* Orb of Wrath (wrath)&lt;br /&gt;
* Fencer's Study&lt;br /&gt;
* AMLAs to increase physical resistance&lt;br /&gt;
&lt;br /&gt;
Why is he great:&lt;br /&gt;
* Impact resistance is generally lower than other resistances.&lt;br /&gt;
* Mayhem reduces damage coming back, and means even if the target lives, it isn't so dangerous anymore.&lt;br /&gt;
&lt;br /&gt;
I'm running a Demon Lord hunting group through The Last Crusade (end of chapter 9), with two Celestial Messengers (Legacy of Kings), a Duke, a Swordmaster (for Doom and Trickery via Stormrend) and this guy. With buffs, this guy can immediately kill many Demon Lords.&lt;br /&gt;
&lt;br /&gt;
=== Evil Healer (Lich King) ===&lt;br /&gt;
by Delicius169&lt;br /&gt;
&lt;br /&gt;
Lich King is quite a weak unit, his only advantage is that if you use Tome of liches, he can become unit with the biggest amount of weapons (mage-white mage- paladin- lich- lich king= mace, spear, sword, essence of magic, axe, staff)&lt;br /&gt;
&lt;br /&gt;
* 35-6 meele, blade&lt;br /&gt;
* 22-4 ice wave&lt;br /&gt;
* 16-4 shadow wave&lt;br /&gt;
* 30-4 doom, meele, blade&lt;br /&gt;
&lt;br /&gt;
resistance: 58/61/16/60/90/45&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
* Books: Book of courage, Magical swordplay, How to be an overlord (hasnt finished reading yet)&lt;br /&gt;
* Blackened cloak, intoxicator (boots), Mask of insanity, Mystic armour of Carparitia, dark gloves of destruction, Demon core (amulet), sparkling ring&lt;br /&gt;
* Weapons: 2x Dominion (Mace, Essence of magic), Deathwhirl (sword), Staff of Crelanu, Corpsegrinder (spear, gives Eviscreation), Morrigans Slasher (axe, gives murderlust)&lt;br /&gt;
&lt;br /&gt;
He is the one, who stands in front line, he is the most usefull healer I have. He can kill almost every unit in one round (thanks to mask of insanity), he cant be affected by temptation, he weakens strong leaders with doom attack. &lt;br /&gt;
&lt;br /&gt;
Of course, he could be stronger, I was too lazy to try more unit to get Legacy of kings/ sorrow/ dark dragon, so I got just legacy of Titans. Also I dint get the Mace with Hate speech skill.&lt;br /&gt;
&lt;br /&gt;
== Lone warriors ==&lt;br /&gt;
Some units are quite good when sent alone behing the enemy lines.&lt;br /&gt;
&lt;br /&gt;
=== Juggernaut of doom ===&lt;br /&gt;
An Elvish Juggernaut, doing 57-9 melee (blade, slow, disintegrate) and 36-9 ranged (pierce, marksman, slow) or 26-6 ranged (arcane, slow, drain, focused -- useful to drain hitpoints when regenerating is not enough).&lt;br /&gt;
&lt;br /&gt;
Equipped with Doombringer sword, and Stormforce bow, and protected by a Prayer armour, a Gloomy Cloak, a Gloomy Amulet, a Gloomy Ring, Mighty Gauntlets, Elusive Boots and the Dark Helm of Destruction.&lt;br /&gt;
&lt;br /&gt;
A full Dark Dragon Legacy, four AMLA for bow, two AMLA for sword, five AMLA to reduce chance to be hit by 10% and a few AMLA to increase physical resistances.&lt;br /&gt;
&lt;br /&gt;
=== Icy Dragon Rider of Wrath ===&lt;br /&gt;
A Dragon Rider mainly doing 75-4 wrath (5) melee (ice, charge, slow, horrid, backstab) or 26-6 ranged (ice, slow, cone) and defensively 39-4 melee with drain and slow.&lt;br /&gt;
&lt;br /&gt;
Equipped with a Holy Sword and a Return to the Tribe spear, and protected by a Horrid Ice Armour, a Ring of Iced Veins, Slow Boots, Draingloves, a Mask of Famine, a Leechward amulet and a Cloak of the Assassin Leader.&lt;br /&gt;
&lt;br /&gt;
A full Ice Dragon Legacy, a full Raging/Wrathful Combat Techniques, five AMLA to command the dragon to bite better (and to eat in the process), five AMLA to have a tougher dragon.&lt;br /&gt;
&lt;br /&gt;
=== Assassin of Everything ===&lt;br /&gt;
dabber's deadliest lone unit.&lt;br /&gt;
Elvish Assassin. Legacy of Sorrow, Dark set&amp;lt;br /&amp;gt;&lt;br /&gt;
Melee 33-8 blade, struggle, slows, poison, suck 5&amp;lt;br /&amp;gt;&lt;br /&gt;
Ranged 33-11, blade, focused, mind raid, struggle, slows, poison, suck 7&amp;lt;br /&amp;gt;&lt;br /&gt;
Resistances 37,37,18,30,25,40&lt;br /&gt;
&lt;br /&gt;
No unit in my army, including Efraim and Lethalia, has anywhere near the experience of this lady. I let her solo several levels of Inferno for fun.&lt;br /&gt;
&lt;br /&gt;
Critical Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
Dark Sword, Dark Helm, Dark Gloves, Unprecious Ring, Intoxicator boots&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Current Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
Mystic Armour of the Untouchable, Bow of Plagiarism, Gloomy Cloak, Amulet of Reason, Fencer's Study&lt;br /&gt;
&lt;br /&gt;
Why is she great:&amp;lt;br /&amp;gt;&lt;br /&gt;
* Conviction means she does serious damage to any target.&lt;br /&gt;
* Focussed on ranged attacks ensures they hit, and therefore suck.&lt;br /&gt;
* High suck with many attacks, plus despair, slow, and struggle means she avoids or heals most any damage.&lt;br /&gt;
* If she ever gets hurt, she can use Distant Attack to heal.&lt;br /&gt;
&lt;br /&gt;
=== Deadly Champion ===&lt;br /&gt;
&lt;br /&gt;
Favorite of arobinson, the Champion's power is in the opponent missing, not in the offensive power of the unit. The idea is to make the Champion very hard to hit and then use Anger to increase the number of attacks. The more attacks the opponent has the better in this case. Because of the Champion's chance to be hit ratio, a few equipment items means that it almost cannot be hit. The unit is not all that good for spell defense, so it is not quite a loner, but it is very powerful on offense against any opponent.&lt;br /&gt;
&lt;br /&gt;
There are many options for armor and weapons, but basically you want to try to (1) maximize the number of attacks and (2) decrease the chance to hit.  &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
* Crafted &amp;quot;Anger&amp;quot; sword or &amp;quot;Marrowrend&amp;quot; (*2 attacks offense and defense, this is key)&lt;br /&gt;
* Helmet&lt;br /&gt;
** Helmet of Paladins (for the illumination)&lt;br /&gt;
** Mask of Insanity (not necessary, but good for really hard units)&lt;br /&gt;
** Rherraent's Helm&lt;br /&gt;
* Gloves&lt;br /&gt;
** Quick Gauntlets (+1 attack)&lt;br /&gt;
** Draingloves&lt;br /&gt;
** Dark Gloves of Destruction&lt;br /&gt;
* Book of Courage (if not using the Helmet of Paladins)&lt;br /&gt;
* Dazzling Ring&lt;br /&gt;
* Amulets&lt;br /&gt;
** The gloomy Amulet&lt;br /&gt;
** Lucky Farmer's Amulet&lt;br /&gt;
** Amulet of the Last Guide&lt;br /&gt;
* Armor&lt;br /&gt;
** Mystic Armour of the Untouchable&lt;br /&gt;
** Dark Sarcasm&lt;br /&gt;
** Redshirt Armour&lt;br /&gt;
* Crossbow&lt;br /&gt;
** Crafted Gloombringer crossbow &lt;br /&gt;
** Crafted Malice crossbow&lt;br /&gt;
** Crafted Deathblade Inheritance crossbow&lt;br /&gt;
* Boots&lt;br /&gt;
** Elusive Boots&lt;br /&gt;
** Slow Boots of Certainty&lt;br /&gt;
* Cloak of the Assassin leader&lt;br /&gt;
* Other crafted&lt;br /&gt;
** Lightning Agility&lt;br /&gt;
** Deflector of Light&lt;br /&gt;
&lt;br /&gt;
Advancements:&amp;lt;br /&amp;gt;&lt;br /&gt;
Focus on the sword (number of attacks), then &amp;quot;better at defending&amp;quot; (up to -15% chance to be hit) and then the &amp;quot;better resistances when defending&amp;quot; advancements to improve the unit's defense against magical attacks while defending.&lt;br /&gt;
&lt;br /&gt;
=== Devastating Demilich of Doom ===&lt;br /&gt;
&lt;br /&gt;
With maxed out resistances, good healing and tons of penetration, this unit can sometimes kill healthy units even while slowed, and is nearly impossible to kill.&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
** Soul Hunter (nostalgia)&lt;br /&gt;
** Misanthropia (nostalgia)&lt;br /&gt;
** Another Misanthropia (nostalgia)&lt;br /&gt;
** A third Misanthropia (otherworldly essence)&lt;br /&gt;
** The Killer of Great Magi (staff)&lt;br /&gt;
* Armor&lt;br /&gt;
** Crapsack World (amulet)&lt;br /&gt;
** Fiery Blood (gauntlets)&lt;br /&gt;
** Wisdom of the Ages (helm)&lt;br /&gt;
** The Godless (armor)&lt;br /&gt;
** Search for Wisdom (boots)&lt;br /&gt;
** Exterminator's Ring&lt;br /&gt;
** Tracking the Lost Knowledge (cloak)&lt;br /&gt;
* Tomes&lt;br /&gt;
** Book of Herbal Tinctures and Malignancies&lt;br /&gt;
&lt;br /&gt;
That gives you 21-8 melee with drain and 31-6 ranged with magical, slows, spell suck 3 and 70% cold penetration, and all resistances except impact maxed out. Regen +13, murderlust and absorb 1 really seals the deal. If you want to fish for legacies, Legacy of the Frozen North, Legacy of Sorrow and Legacy of the Free are all fine choices.&lt;br /&gt;
&lt;br /&gt;
There's a bit of leeway with gear here too. Lucky Farmer's Amulet is fine with the rest of the list, and The Touch of God might be an improvement over Tracking the Lost Knowledge. Fire Dragon Legacy and Wrathful Combat Techniques or Guide to Lycanthropy is also worth considering, to make this a boss killer and a lone warrior.&lt;br /&gt;
&lt;br /&gt;
How do you get 3 nostalgia weapons? Use the Tome of Liches on one of these, and let the unit get killed once it has the necromancy ability:&lt;br /&gt;
&lt;br /&gt;
* Exterminator (dagger, knife, polearm)&lt;br /&gt;
* Elvish Sharpshooter/Outrider (sword) -&amp;gt; Elvish Gryphon Rider (metal claws, bow)&lt;br /&gt;
* Mage of Light (mace) -&amp;gt; Prophet (sword, spear)&lt;/div&gt;</summary>
		<author><name>Mathemagician</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DeadlyUnitsFromLotI&amp;diff=69695</id>
		<title>DeadlyUnitsFromLotI</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DeadlyUnitsFromLotI&amp;diff=69695"/>
		<updated>2022-07-03T15:59:55Z</updated>

		<summary type="html">&lt;p&gt;Mathemagician: /* Devastating Demilich of Doom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Legend of the Invincibles - Deadly units (2019 versions) ==&lt;br /&gt;
&lt;br /&gt;
Add your suggestions here!!!&lt;br /&gt;
&lt;br /&gt;
(WDF) Entirely Different Game Plan As this Unit Doesn't Kill Itself But Makes everything else Stupid. Duke/Elvish Warlord With Basically any support items/Amla's Can Make an Average Unit Into A Boss Shredder by giving it over 100% Attack Increase, Penetration,Defense Buffs, Marksman And Whatever else You could think of with the right Items. Not really a specific unit But moreso An Overall Type of unit. 2 Big Tips, 1: You can Get a Duke(Who can get one higher level of leadership I believe) relatively early By levelling Mario in Part 1 And The General On Efraim's Side in Part 2 and 2: If you want to InstaKill Bosses, Use these guys to Buff Battleragers. Whatever the Ragers Are Looking at won't be a boss for Long.&lt;br /&gt;
&lt;br /&gt;
== Legend of the Invincibles - Deadly units (2015 to 2019 changes) ==&lt;br /&gt;
=== Assassin of Everything ===&lt;br /&gt;
The reduction is suck is the primary reason this unit is no longer so dominant. Getting more than suck 2 is pretty tough in 2019. Conviction also formerly reduced all resistances and now it only reduces elemental ones (see Frail tide for physical).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Legend of the Invincibles - Deadly units (2015 versions) ==&lt;br /&gt;
I ([[User:Ashes]]) created this wiki page to share tips and tricks for Legend of the Invincibles, and mainly to share deadly units. This campaign has a gameply so different from the standard BfW game that the usual tricks are no more relevant. The start of the campaign is good to help the beginner, but some other things can only be learned later, when playing.&lt;br /&gt;
&lt;br /&gt;
== Boss killers ==&lt;br /&gt;
Sometimes, there is a villain with hundreds of hitpoints. One possibility is to carefully organise a long fight that will kill the villain. But in practice it is more efficient to have a boss killer that will kill it in one turn.&lt;br /&gt;
&lt;br /&gt;
=== Berserker draining dwarf ===&lt;br /&gt;
My ([[User:Ashes]]) favourite boss killer.&lt;br /&gt;
A Dwarvish Battlerager with a Soul Eclipse axe. Unless the enemy resists drain, or the enemy is very difficult to hit, this dwarf is deadly.&lt;br /&gt;
&lt;br /&gt;
I also equipped my Dwarvish Battlerager with a Mithral Armour of Wrath (wrath is very useful for berserkers) and some additional but less important items (a Deadborn cloak to suck 2 health and to have 5% chance to strike a devastating blow; boots of Lightning agility and Lucky Farmer's Amulet to reduce chances of getting hit, gauntlets of Fiery Blood to be able to choose between fire damage and blade damage, ...)&lt;br /&gt;
&lt;br /&gt;
Why is he better:&lt;br /&gt;
Full fledged berserk means a huge number of attacks - either he dies or the target dies.&lt;br /&gt;
&lt;br /&gt;
=== Destroyer (Part II equipment) ===&lt;br /&gt;
My ([[User:dabber]]) primary solo boss killer.&lt;br /&gt;
Destroyer with Jawbreaker as his weapon, because that provides Mayhem (target damage drops after each hit). Need AMLAs for Battle Frenzy and its upgrades to give him 30 attacks. Jawbreaker provides only suck 2, but a little bit more suck from other items combined with his natural physical resistances mean he does fine.&lt;br /&gt;
&lt;br /&gt;
Other major upgrades:&lt;br /&gt;
* Mystic Armour of the Untouchable (suck and dodge)&lt;br /&gt;
* Orb of Wrath (wrath)&lt;br /&gt;
* Fencer's Study&lt;br /&gt;
* AMLAs to increase physical resistance&lt;br /&gt;
&lt;br /&gt;
Why is he great:&lt;br /&gt;
* Impact resistance is generally lower than other resistances.&lt;br /&gt;
* Mayhem reduces damage coming back, and means even if the target lives, it isn't so dangerous anymore.&lt;br /&gt;
&lt;br /&gt;
I'm running a Demon Lord hunting group through The Last Crusade (end of chapter 9), with two Celestial Messengers (Legacy of Kings), a Duke, a Swordmaster (for Doom and Trickery via Stormrend) and this guy. With buffs, this guy can immediately kill many Demon Lords.&lt;br /&gt;
&lt;br /&gt;
=== Evil Healer (Lich King) ===&lt;br /&gt;
by Delicius169&lt;br /&gt;
&lt;br /&gt;
Lich King is quite a weak unit, his only advantage is that if you use Tome of liches, he can become unit with the biggest amount of weapons (mage-white mage- paladin- lich- lich king= mace, spear, sword, essence of magic, axe, staff)&lt;br /&gt;
&lt;br /&gt;
* 35-6 meele, blade&lt;br /&gt;
* 22-4 ice wave&lt;br /&gt;
* 16-4 shadow wave&lt;br /&gt;
* 30-4 doom, meele, blade&lt;br /&gt;
&lt;br /&gt;
resistance: 58/61/16/60/90/45&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
* Books: Book of courage, Magical swordplay, How to be an overlord (hasnt finished reading yet)&lt;br /&gt;
* Blackened cloak, intoxicator (boots), Mask of insanity, Mystic armour of Carparitia, dark gloves of destruction, Demon core (amulet), sparkling ring&lt;br /&gt;
* Weapons: 2x Dominion (Mace, Essence of magic), Deathwhirl (sword), Staff of Crelanu, Corpsegrinder (spear, gives Eviscreation), Morrigans Slasher (axe, gives murderlust)&lt;br /&gt;
&lt;br /&gt;
He is the one, who stands in front line, he is the most usefull healer I have. He can kill almost every unit in one round (thanks to mask of insanity), he cant be affected by temptation, he weakens strong leaders with doom attack. &lt;br /&gt;
&lt;br /&gt;
Of course, he could be stronger, I was too lazy to try more unit to get Legacy of kings/ sorrow/ dark dragon, so I got just legacy of Titans. Also I dint get the Mace with Hate speech skill.&lt;br /&gt;
&lt;br /&gt;
== Lone warriors ==&lt;br /&gt;
Some units are quite good when sent alone behing the enemy lines.&lt;br /&gt;
&lt;br /&gt;
=== Juggernaut of doom ===&lt;br /&gt;
An Elvish Juggernaut, doing 57-9 melee (blade, slow, disintegrate) and 36-9 ranged (pierce, marksman, slow) or 26-6 ranged (arcane, slow, drain, focused -- useful to drain hitpoints when regenerating is not enough).&lt;br /&gt;
&lt;br /&gt;
Equipped with Doombringer sword, and Stormforce bow, and protected by a Prayer armour, a Gloomy Cloak, a Gloomy Amulet, a Gloomy Ring, Mighty Gauntlets, Elusive Boots and the Dark Helm of Destruction.&lt;br /&gt;
&lt;br /&gt;
A full Dark Dragon Legacy, four AMLA for bow, two AMLA for sword, five AMLA to reduce chance to be hit by 10% and a few AMLA to increase physical resistances.&lt;br /&gt;
&lt;br /&gt;
=== Icy Dragon Rider of Wrath ===&lt;br /&gt;
A Dragon Rider mainly doing 75-4 wrath (5) melee (ice, charge, slow, horrid, backstab) or 26-6 ranged (ice, slow, cone) and defensively 39-4 melee with drain and slow.&lt;br /&gt;
&lt;br /&gt;
Equipped with a Holy Sword and a Return to the Tribe spear, and protected by a Horrid Ice Armour, a Ring of Iced Veins, Slow Boots, Draingloves, a Mask of Famine, a Leechward amulet and a Cloak of the Assassin Leader.&lt;br /&gt;
&lt;br /&gt;
A full Ice Dragon Legacy, a full Raging/Wrathful Combat Techniques, five AMLA to command the dragon to bite better (and to eat in the process), five AMLA to have a tougher dragon.&lt;br /&gt;
&lt;br /&gt;
=== Assassin of Everything ===&lt;br /&gt;
dabber's deadliest lone unit.&lt;br /&gt;
Elvish Assassin. Legacy of Sorrow, Dark set&amp;lt;br /&amp;gt;&lt;br /&gt;
Melee 33-8 blade, struggle, slows, poison, suck 5&amp;lt;br /&amp;gt;&lt;br /&gt;
Ranged 33-11, blade, focused, mind raid, struggle, slows, poison, suck 7&amp;lt;br /&amp;gt;&lt;br /&gt;
Resistances 37,37,18,30,25,40&lt;br /&gt;
&lt;br /&gt;
No unit in my army, including Efraim and Lethalia, has anywhere near the experience of this lady. I let her solo several levels of Inferno for fun.&lt;br /&gt;
&lt;br /&gt;
Critical Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
Dark Sword, Dark Helm, Dark Gloves, Unprecious Ring, Intoxicator boots&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Current Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
Mystic Armour of the Untouchable, Bow of Plagiarism, Gloomy Cloak, Amulet of Reason, Fencer's Study&lt;br /&gt;
&lt;br /&gt;
Why is she great:&amp;lt;br /&amp;gt;&lt;br /&gt;
* Conviction means she does serious damage to any target.&lt;br /&gt;
* Focussed on ranged attacks ensures they hit, and therefore suck.&lt;br /&gt;
* High suck with many attacks, plus despair, slow, and struggle means she avoids or heals most any damage.&lt;br /&gt;
* If she ever gets hurt, she can use Distant Attack to heal.&lt;br /&gt;
&lt;br /&gt;
=== Deadly Champion ===&lt;br /&gt;
&lt;br /&gt;
Favorite of arobinson, the Champion's power is in the opponent missing, not in the offensive power of the unit. The idea is to make the Champion very hard to hit and then use Anger to increase the number of attacks. The more attacks the opponent has the better in this case. Because of the Champion's chance to be hit ratio, a few equipment items means that it almost cannot be hit. The unit is not all that good for spell defense, so it is not quite a loner, but it is very powerful on offense against any opponent.&lt;br /&gt;
&lt;br /&gt;
There are many options for armor and weapons, but basically you want to try to (1) maximize the number of attacks and (2) decrease the chance to hit.  &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
* Crafted &amp;quot;Anger&amp;quot; sword or &amp;quot;Marrowrend&amp;quot; (*2 attacks offense and defense, this is key)&lt;br /&gt;
* Helmet&lt;br /&gt;
** Helmet of Paladins (for the illumination)&lt;br /&gt;
** Mask of Insanity (not necessary, but good for really hard units)&lt;br /&gt;
** Rherraent's Helm&lt;br /&gt;
* Gloves&lt;br /&gt;
** Quick Gauntlets (+1 attack)&lt;br /&gt;
** Draingloves&lt;br /&gt;
** Dark Gloves of Destruction&lt;br /&gt;
* Book of Courage (if not using the Helmet of Paladins)&lt;br /&gt;
* Dazzling Ring&lt;br /&gt;
* Amulets&lt;br /&gt;
** The gloomy Amulet&lt;br /&gt;
** Lucky Farmer's Amulet&lt;br /&gt;
** Amulet of the Last Guide&lt;br /&gt;
* Armor&lt;br /&gt;
** Mystic Armour of the Untouchable&lt;br /&gt;
** Dark Sarcasm&lt;br /&gt;
** Redshirt Armour&lt;br /&gt;
* Crossbow&lt;br /&gt;
** Crafted Gloombringer crossbow &lt;br /&gt;
** Crafted Malice crossbow&lt;br /&gt;
** Crafted Deathblade Inheritance crossbow&lt;br /&gt;
* Boots&lt;br /&gt;
** Elusive Boots&lt;br /&gt;
** Slow Boots of Certainty&lt;br /&gt;
* Cloak of the Assassin leader&lt;br /&gt;
* Other crafted&lt;br /&gt;
** Lightning Agility&lt;br /&gt;
** Deflector of Light&lt;br /&gt;
&lt;br /&gt;
Advancements:&amp;lt;br /&amp;gt;&lt;br /&gt;
Focus on the sword (number of attacks), then &amp;quot;better at defending&amp;quot; (up to -15% chance to be hit) and then the &amp;quot;better resistances when defending&amp;quot; advancements to improve the unit's defense against magical attacks while defending.&lt;br /&gt;
&lt;br /&gt;
=== Devastating Demilich of Doom ===&lt;br /&gt;
&lt;br /&gt;
With maxed out resistances, good healing and tons of penetration, this unit can sometimes kill healthy units even while slowed, and is nearly impossible to kill.&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
** Soul Hunter (nostalgia)&lt;br /&gt;
** Misanthropia (nostalgia)&lt;br /&gt;
** Another Misanthropia (nostalgia)&lt;br /&gt;
** A third Misanthropia (otherworldly essence)&lt;br /&gt;
** The Killer of Great Magi (staff)&lt;br /&gt;
* Armor&lt;br /&gt;
** Crapsack World (amulet)&lt;br /&gt;
** Fiery Blood (gauntlets)&lt;br /&gt;
** Wisdom of the Ages (helm)&lt;br /&gt;
** The Godless (armor)&lt;br /&gt;
** Search for Wisdom (boots)&lt;br /&gt;
** Exterminator's Ring&lt;br /&gt;
** Tracking the Lost Knowledge (cloak)&lt;br /&gt;
* Tomes&lt;br /&gt;
** Book of Herbal Tinctures and Malignancies&lt;br /&gt;
&lt;br /&gt;
That gives you 21-8 melee with drain and 31-6 ranged with slows, spell suck 3 and 70% cold penetration, and all resistances except impact maxed out. Regen +13, murderlust and absorb 1 really seals the deal. If you want to fish for legacies, Legacy of the Frozen North, Legacy of Sorrow and Legacy of the Free are all fine choices.&lt;br /&gt;
&lt;br /&gt;
There's a bit of leeway with gear here too. Lucky Farmer's Amulet is fine with the rest of the list, and The Touch of God might be an improvement over Tracking the Lost Knowledge. Fire Dragon Legacy and Wrathful Combat Techniques or Guide to Lycanthropy is also worth considering, to make this a boss killer and a lone warrior.&lt;br /&gt;
&lt;br /&gt;
How do you get 3 nostalgia weapons? Use the Tome of Liches on one of these, and let the unit get killed once it has the necromancy ability:&lt;br /&gt;
&lt;br /&gt;
* Exterminator (dagger, knife, polearm)&lt;br /&gt;
* Elvish Sharpshooter/Outrider (sword) -&amp;gt; Elvish Gryphon Rider (metal claws, bow)&lt;br /&gt;
* Mage of Light (mace) -&amp;gt; Prophet (sword, spear)&lt;/div&gt;</summary>
		<author><name>Mathemagician</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DeadlyUnitsFromLotI&amp;diff=69694</id>
		<title>DeadlyUnitsFromLotI</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DeadlyUnitsFromLotI&amp;diff=69694"/>
		<updated>2022-07-03T15:32:34Z</updated>

		<summary type="html">&lt;p&gt;Mathemagician: /* Devastating Demilich of Doom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Legend of the Invincibles - Deadly units (2019 versions) ==&lt;br /&gt;
&lt;br /&gt;
Add your suggestions here!!!&lt;br /&gt;
&lt;br /&gt;
(WDF) Entirely Different Game Plan As this Unit Doesn't Kill Itself But Makes everything else Stupid. Duke/Elvish Warlord With Basically any support items/Amla's Can Make an Average Unit Into A Boss Shredder by giving it over 100% Attack Increase, Penetration,Defense Buffs, Marksman And Whatever else You could think of with the right Items. Not really a specific unit But moreso An Overall Type of unit. 2 Big Tips, 1: You can Get a Duke(Who can get one higher level of leadership I believe) relatively early By levelling Mario in Part 1 And The General On Efraim's Side in Part 2 and 2: If you want to InstaKill Bosses, Use these guys to Buff Battleragers. Whatever the Ragers Are Looking at won't be a boss for Long.&lt;br /&gt;
&lt;br /&gt;
== Legend of the Invincibles - Deadly units (2015 to 2019 changes) ==&lt;br /&gt;
=== Assassin of Everything ===&lt;br /&gt;
The reduction is suck is the primary reason this unit is no longer so dominant. Getting more than suck 2 is pretty tough in 2019. Conviction also formerly reduced all resistances and now it only reduces elemental ones (see Frail tide for physical).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Legend of the Invincibles - Deadly units (2015 versions) ==&lt;br /&gt;
I ([[User:Ashes]]) created this wiki page to share tips and tricks for Legend of the Invincibles, and mainly to share deadly units. This campaign has a gameply so different from the standard BfW game that the usual tricks are no more relevant. The start of the campaign is good to help the beginner, but some other things can only be learned later, when playing.&lt;br /&gt;
&lt;br /&gt;
== Boss killers ==&lt;br /&gt;
Sometimes, there is a villain with hundreds of hitpoints. One possibility is to carefully organise a long fight that will kill the villain. But in practice it is more efficient to have a boss killer that will kill it in one turn.&lt;br /&gt;
&lt;br /&gt;
=== Berserker draining dwarf ===&lt;br /&gt;
My ([[User:Ashes]]) favourite boss killer.&lt;br /&gt;
A Dwarvish Battlerager with a Soul Eclipse axe. Unless the enemy resists drain, or the enemy is very difficult to hit, this dwarf is deadly.&lt;br /&gt;
&lt;br /&gt;
I also equipped my Dwarvish Battlerager with a Mithral Armour of Wrath (wrath is very useful for berserkers) and some additional but less important items (a Deadborn cloak to suck 2 health and to have 5% chance to strike a devastating blow; boots of Lightning agility and Lucky Farmer's Amulet to reduce chances of getting hit, gauntlets of Fiery Blood to be able to choose between fire damage and blade damage, ...)&lt;br /&gt;
&lt;br /&gt;
Why is he better:&lt;br /&gt;
Full fledged berserk means a huge number of attacks - either he dies or the target dies.&lt;br /&gt;
&lt;br /&gt;
=== Destroyer (Part II equipment) ===&lt;br /&gt;
My ([[User:dabber]]) primary solo boss killer.&lt;br /&gt;
Destroyer with Jawbreaker as his weapon, because that provides Mayhem (target damage drops after each hit). Need AMLAs for Battle Frenzy and its upgrades to give him 30 attacks. Jawbreaker provides only suck 2, but a little bit more suck from other items combined with his natural physical resistances mean he does fine.&lt;br /&gt;
&lt;br /&gt;
Other major upgrades:&lt;br /&gt;
* Mystic Armour of the Untouchable (suck and dodge)&lt;br /&gt;
* Orb of Wrath (wrath)&lt;br /&gt;
* Fencer's Study&lt;br /&gt;
* AMLAs to increase physical resistance&lt;br /&gt;
&lt;br /&gt;
Why is he great:&lt;br /&gt;
* Impact resistance is generally lower than other resistances.&lt;br /&gt;
* Mayhem reduces damage coming back, and means even if the target lives, it isn't so dangerous anymore.&lt;br /&gt;
&lt;br /&gt;
I'm running a Demon Lord hunting group through The Last Crusade (end of chapter 9), with two Celestial Messengers (Legacy of Kings), a Duke, a Swordmaster (for Doom and Trickery via Stormrend) and this guy. With buffs, this guy can immediately kill many Demon Lords.&lt;br /&gt;
&lt;br /&gt;
=== Evil Healer (Lich King) ===&lt;br /&gt;
by Delicius169&lt;br /&gt;
&lt;br /&gt;
Lich King is quite a weak unit, his only advantage is that if you use Tome of liches, he can become unit with the biggest amount of weapons (mage-white mage- paladin- lich- lich king= mace, spear, sword, essence of magic, axe, staff)&lt;br /&gt;
&lt;br /&gt;
* 35-6 meele, blade&lt;br /&gt;
* 22-4 ice wave&lt;br /&gt;
* 16-4 shadow wave&lt;br /&gt;
* 30-4 doom, meele, blade&lt;br /&gt;
&lt;br /&gt;
resistance: 58/61/16/60/90/45&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
* Books: Book of courage, Magical swordplay, How to be an overlord (hasnt finished reading yet)&lt;br /&gt;
* Blackened cloak, intoxicator (boots), Mask of insanity, Mystic armour of Carparitia, dark gloves of destruction, Demon core (amulet), sparkling ring&lt;br /&gt;
* Weapons: 2x Dominion (Mace, Essence of magic), Deathwhirl (sword), Staff of Crelanu, Corpsegrinder (spear, gives Eviscreation), Morrigans Slasher (axe, gives murderlust)&lt;br /&gt;
&lt;br /&gt;
He is the one, who stands in front line, he is the most usefull healer I have. He can kill almost every unit in one round (thanks to mask of insanity), he cant be affected by temptation, he weakens strong leaders with doom attack. &lt;br /&gt;
&lt;br /&gt;
Of course, he could be stronger, I was too lazy to try more unit to get Legacy of kings/ sorrow/ dark dragon, so I got just legacy of Titans. Also I dint get the Mace with Hate speech skill.&lt;br /&gt;
&lt;br /&gt;
== Lone warriors ==&lt;br /&gt;
Some units are quite good when sent alone behing the enemy lines.&lt;br /&gt;
&lt;br /&gt;
=== Juggernaut of doom ===&lt;br /&gt;
An Elvish Juggernaut, doing 57-9 melee (blade, slow, disintegrate) and 36-9 ranged (pierce, marksman, slow) or 26-6 ranged (arcane, slow, drain, focused -- useful to drain hitpoints when regenerating is not enough).&lt;br /&gt;
&lt;br /&gt;
Equipped with Doombringer sword, and Stormforce bow, and protected by a Prayer armour, a Gloomy Cloak, a Gloomy Amulet, a Gloomy Ring, Mighty Gauntlets, Elusive Boots and the Dark Helm of Destruction.&lt;br /&gt;
&lt;br /&gt;
A full Dark Dragon Legacy, four AMLA for bow, two AMLA for sword, five AMLA to reduce chance to be hit by 10% and a few AMLA to increase physical resistances.&lt;br /&gt;
&lt;br /&gt;
=== Icy Dragon Rider of Wrath ===&lt;br /&gt;
A Dragon Rider mainly doing 75-4 wrath (5) melee (ice, charge, slow, horrid, backstab) or 26-6 ranged (ice, slow, cone) and defensively 39-4 melee with drain and slow.&lt;br /&gt;
&lt;br /&gt;
Equipped with a Holy Sword and a Return to the Tribe spear, and protected by a Horrid Ice Armour, a Ring of Iced Veins, Slow Boots, Draingloves, a Mask of Famine, a Leechward amulet and a Cloak of the Assassin Leader.&lt;br /&gt;
&lt;br /&gt;
A full Ice Dragon Legacy, a full Raging/Wrathful Combat Techniques, five AMLA to command the dragon to bite better (and to eat in the process), five AMLA to have a tougher dragon.&lt;br /&gt;
&lt;br /&gt;
=== Assassin of Everything ===&lt;br /&gt;
dabber's deadliest lone unit.&lt;br /&gt;
Elvish Assassin. Legacy of Sorrow, Dark set&amp;lt;br /&amp;gt;&lt;br /&gt;
Melee 33-8 blade, struggle, slows, poison, suck 5&amp;lt;br /&amp;gt;&lt;br /&gt;
Ranged 33-11, blade, focused, mind raid, struggle, slows, poison, suck 7&amp;lt;br /&amp;gt;&lt;br /&gt;
Resistances 37,37,18,30,25,40&lt;br /&gt;
&lt;br /&gt;
No unit in my army, including Efraim and Lethalia, has anywhere near the experience of this lady. I let her solo several levels of Inferno for fun.&lt;br /&gt;
&lt;br /&gt;
Critical Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
Dark Sword, Dark Helm, Dark Gloves, Unprecious Ring, Intoxicator boots&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Current Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
Mystic Armour of the Untouchable, Bow of Plagiarism, Gloomy Cloak, Amulet of Reason, Fencer's Study&lt;br /&gt;
&lt;br /&gt;
Why is she great:&amp;lt;br /&amp;gt;&lt;br /&gt;
* Conviction means she does serious damage to any target.&lt;br /&gt;
* Focussed on ranged attacks ensures they hit, and therefore suck.&lt;br /&gt;
* High suck with many attacks, plus despair, slow, and struggle means she avoids or heals most any damage.&lt;br /&gt;
* If she ever gets hurt, she can use Distant Attack to heal.&lt;br /&gt;
&lt;br /&gt;
=== Deadly Champion ===&lt;br /&gt;
&lt;br /&gt;
Favorite of arobinson, the Champion's power is in the opponent missing, not in the offensive power of the unit. The idea is to make the Champion very hard to hit and then use Anger to increase the number of attacks. The more attacks the opponent has the better in this case. Because of the Champion's chance to be hit ratio, a few equipment items means that it almost cannot be hit. The unit is not all that good for spell defense, so it is not quite a loner, but it is very powerful on offense against any opponent.&lt;br /&gt;
&lt;br /&gt;
There are many options for armor and weapons, but basically you want to try to (1) maximize the number of attacks and (2) decrease the chance to hit.  &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
* Crafted &amp;quot;Anger&amp;quot; sword or &amp;quot;Marrowrend&amp;quot; (*2 attacks offense and defense, this is key)&lt;br /&gt;
* Helmet&lt;br /&gt;
** Helmet of Paladins (for the illumination)&lt;br /&gt;
** Mask of Insanity (not necessary, but good for really hard units)&lt;br /&gt;
** Rherraent's Helm&lt;br /&gt;
* Gloves&lt;br /&gt;
** Quick Gauntlets (+1 attack)&lt;br /&gt;
** Draingloves&lt;br /&gt;
** Dark Gloves of Destruction&lt;br /&gt;
* Book of Courage (if not using the Helmet of Paladins)&lt;br /&gt;
* Dazzling Ring&lt;br /&gt;
* Amulets&lt;br /&gt;
** The gloomy Amulet&lt;br /&gt;
** Lucky Farmer's Amulet&lt;br /&gt;
** Amulet of the Last Guide&lt;br /&gt;
* Armor&lt;br /&gt;
** Mystic Armour of the Untouchable&lt;br /&gt;
** Dark Sarcasm&lt;br /&gt;
** Redshirt Armour&lt;br /&gt;
* Crossbow&lt;br /&gt;
** Crafted Gloombringer crossbow &lt;br /&gt;
** Crafted Malice crossbow&lt;br /&gt;
** Crafted Deathblade Inheritance crossbow&lt;br /&gt;
* Boots&lt;br /&gt;
** Elusive Boots&lt;br /&gt;
** Slow Boots of Certainty&lt;br /&gt;
* Cloak of the Assassin leader&lt;br /&gt;
* Other crafted&lt;br /&gt;
** Lightning Agility&lt;br /&gt;
** Deflector of Light&lt;br /&gt;
&lt;br /&gt;
Advancements:&amp;lt;br /&amp;gt;&lt;br /&gt;
Focus on the sword (number of attacks), then &amp;quot;better at defending&amp;quot; (up to -15% chance to be hit) and then the &amp;quot;better resistances when defending&amp;quot; advancements to improve the unit's defense against magical attacks while defending.&lt;br /&gt;
&lt;br /&gt;
=== Devastating Demilich of Doom ===&lt;br /&gt;
&lt;br /&gt;
With maxed out resistances, good healing and tons of penetration, this unit can sometimes kill healthy units even while slowed, and is nearly impossible to kill.&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
** Soul Hunter (nostalgia)&lt;br /&gt;
** Misanthropia (nostalgia)&lt;br /&gt;
** Another Misanthropia (nostalgia)&lt;br /&gt;
** A third Misanthropia (otherworldly essence)&lt;br /&gt;
** The Killer of Great Magi (staff)&lt;br /&gt;
* Armor&lt;br /&gt;
** Crapsack World (amulet)&lt;br /&gt;
** Fiery Blood (gauntlets)&lt;br /&gt;
** Wisdom of the Ages (helm)&lt;br /&gt;
** The Godless (armor)&lt;br /&gt;
** Search for Wisdom (boots)&lt;br /&gt;
** Exterminator's Ring&lt;br /&gt;
** Tracking the Lost Knowledge (cloak)&lt;br /&gt;
* Tomes&lt;br /&gt;
** Book of Herbal Tinctures and Malignancies&lt;br /&gt;
&lt;br /&gt;
That gives you 21-8 melee with drain and 31-6 ranged with slows, spell suck 3 and 70% cold penetration, and all resistances except impact maxed out. Regen +13 and absorb 1 really seals the deal. If you want to fish for legacies, Legacy of the Frozen North, Legacy of Sorrow and Legacy of the Free are all fine choices.&lt;br /&gt;
&lt;br /&gt;
There's a bit of leeway with gear here too. Lucky Farmer's Amulet is fine with the rest of the list, and The Touch of God might be an improvement over Tracking the Lost Knowledge. Fire Dragon Legacy and Wrathful Combat Techniques or Guide to Lycanthropy is also worth considering, to make this a boss killer and a lone warrior.&lt;br /&gt;
&lt;br /&gt;
How do you get 3 nostalgia weapons? Use the Tome of Liches on one of these, and let the unit get killed once it has the necromancy ability:&lt;br /&gt;
&lt;br /&gt;
* Exterminator (dagger, knife, polearm)&lt;br /&gt;
* Elvish Sharpshooter/Outrider (sword) -&amp;gt; Elvish Gryphon Rider (metal claws, bow)&lt;br /&gt;
* Mage of Light (mace) -&amp;gt; Prophet (sword, spear)&lt;/div&gt;</summary>
		<author><name>Mathemagician</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DeadlyUnitsFromLotI&amp;diff=69693</id>
		<title>DeadlyUnitsFromLotI</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DeadlyUnitsFromLotI&amp;diff=69693"/>
		<updated>2022-07-03T15:28:36Z</updated>

		<summary type="html">&lt;p&gt;Mathemagician: /* Lone warriors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Legend of the Invincibles - Deadly units (2019 versions) ==&lt;br /&gt;
&lt;br /&gt;
Add your suggestions here!!!&lt;br /&gt;
&lt;br /&gt;
(WDF) Entirely Different Game Plan As this Unit Doesn't Kill Itself But Makes everything else Stupid. Duke/Elvish Warlord With Basically any support items/Amla's Can Make an Average Unit Into A Boss Shredder by giving it over 100% Attack Increase, Penetration,Defense Buffs, Marksman And Whatever else You could think of with the right Items. Not really a specific unit But moreso An Overall Type of unit. 2 Big Tips, 1: You can Get a Duke(Who can get one higher level of leadership I believe) relatively early By levelling Mario in Part 1 And The General On Efraim's Side in Part 2 and 2: If you want to InstaKill Bosses, Use these guys to Buff Battleragers. Whatever the Ragers Are Looking at won't be a boss for Long.&lt;br /&gt;
&lt;br /&gt;
== Legend of the Invincibles - Deadly units (2015 to 2019 changes) ==&lt;br /&gt;
=== Assassin of Everything ===&lt;br /&gt;
The reduction is suck is the primary reason this unit is no longer so dominant. Getting more than suck 2 is pretty tough in 2019. Conviction also formerly reduced all resistances and now it only reduces elemental ones (see Frail tide for physical).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Legend of the Invincibles - Deadly units (2015 versions) ==&lt;br /&gt;
I ([[User:Ashes]]) created this wiki page to share tips and tricks for Legend of the Invincibles, and mainly to share deadly units. This campaign has a gameply so different from the standard BfW game that the usual tricks are no more relevant. The start of the campaign is good to help the beginner, but some other things can only be learned later, when playing.&lt;br /&gt;
&lt;br /&gt;
== Boss killers ==&lt;br /&gt;
Sometimes, there is a villain with hundreds of hitpoints. One possibility is to carefully organise a long fight that will kill the villain. But in practice it is more efficient to have a boss killer that will kill it in one turn.&lt;br /&gt;
&lt;br /&gt;
=== Berserker draining dwarf ===&lt;br /&gt;
My ([[User:Ashes]]) favourite boss killer.&lt;br /&gt;
A Dwarvish Battlerager with a Soul Eclipse axe. Unless the enemy resists drain, or the enemy is very difficult to hit, this dwarf is deadly.&lt;br /&gt;
&lt;br /&gt;
I also equipped my Dwarvish Battlerager with a Mithral Armour of Wrath (wrath is very useful for berserkers) and some additional but less important items (a Deadborn cloak to suck 2 health and to have 5% chance to strike a devastating blow; boots of Lightning agility and Lucky Farmer's Amulet to reduce chances of getting hit, gauntlets of Fiery Blood to be able to choose between fire damage and blade damage, ...)&lt;br /&gt;
&lt;br /&gt;
Why is he better:&lt;br /&gt;
Full fledged berserk means a huge number of attacks - either he dies or the target dies.&lt;br /&gt;
&lt;br /&gt;
=== Destroyer (Part II equipment) ===&lt;br /&gt;
My ([[User:dabber]]) primary solo boss killer.&lt;br /&gt;
Destroyer with Jawbreaker as his weapon, because that provides Mayhem (target damage drops after each hit). Need AMLAs for Battle Frenzy and its upgrades to give him 30 attacks. Jawbreaker provides only suck 2, but a little bit more suck from other items combined with his natural physical resistances mean he does fine.&lt;br /&gt;
&lt;br /&gt;
Other major upgrades:&lt;br /&gt;
* Mystic Armour of the Untouchable (suck and dodge)&lt;br /&gt;
* Orb of Wrath (wrath)&lt;br /&gt;
* Fencer's Study&lt;br /&gt;
* AMLAs to increase physical resistance&lt;br /&gt;
&lt;br /&gt;
Why is he great:&lt;br /&gt;
* Impact resistance is generally lower than other resistances.&lt;br /&gt;
* Mayhem reduces damage coming back, and means even if the target lives, it isn't so dangerous anymore.&lt;br /&gt;
&lt;br /&gt;
I'm running a Demon Lord hunting group through The Last Crusade (end of chapter 9), with two Celestial Messengers (Legacy of Kings), a Duke, a Swordmaster (for Doom and Trickery via Stormrend) and this guy. With buffs, this guy can immediately kill many Demon Lords.&lt;br /&gt;
&lt;br /&gt;
=== Evil Healer (Lich King) ===&lt;br /&gt;
by Delicius169&lt;br /&gt;
&lt;br /&gt;
Lich King is quite a weak unit, his only advantage is that if you use Tome of liches, he can become unit with the biggest amount of weapons (mage-white mage- paladin- lich- lich king= mace, spear, sword, essence of magic, axe, staff)&lt;br /&gt;
&lt;br /&gt;
* 35-6 meele, blade&lt;br /&gt;
* 22-4 ice wave&lt;br /&gt;
* 16-4 shadow wave&lt;br /&gt;
* 30-4 doom, meele, blade&lt;br /&gt;
&lt;br /&gt;
resistance: 58/61/16/60/90/45&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
* Books: Book of courage, Magical swordplay, How to be an overlord (hasnt finished reading yet)&lt;br /&gt;
* Blackened cloak, intoxicator (boots), Mask of insanity, Mystic armour of Carparitia, dark gloves of destruction, Demon core (amulet), sparkling ring&lt;br /&gt;
* Weapons: 2x Dominion (Mace, Essence of magic), Deathwhirl (sword), Staff of Crelanu, Corpsegrinder (spear, gives Eviscreation), Morrigans Slasher (axe, gives murderlust)&lt;br /&gt;
&lt;br /&gt;
He is the one, who stands in front line, he is the most usefull healer I have. He can kill almost every unit in one round (thanks to mask of insanity), he cant be affected by temptation, he weakens strong leaders with doom attack. &lt;br /&gt;
&lt;br /&gt;
Of course, he could be stronger, I was too lazy to try more unit to get Legacy of kings/ sorrow/ dark dragon, so I got just legacy of Titans. Also I dint get the Mace with Hate speech skill.&lt;br /&gt;
&lt;br /&gt;
== Lone warriors ==&lt;br /&gt;
Some units are quite good when sent alone behing the enemy lines.&lt;br /&gt;
&lt;br /&gt;
=== Juggernaut of doom ===&lt;br /&gt;
An Elvish Juggernaut, doing 57-9 melee (blade, slow, disintegrate) and 36-9 ranged (pierce, marksman, slow) or 26-6 ranged (arcane, slow, drain, focused -- useful to drain hitpoints when regenerating is not enough).&lt;br /&gt;
&lt;br /&gt;
Equipped with Doombringer sword, and Stormforce bow, and protected by a Prayer armour, a Gloomy Cloak, a Gloomy Amulet, a Gloomy Ring, Mighty Gauntlets, Elusive Boots and the Dark Helm of Destruction.&lt;br /&gt;
&lt;br /&gt;
A full Dark Dragon Legacy, four AMLA for bow, two AMLA for sword, five AMLA to reduce chance to be hit by 10% and a few AMLA to increase physical resistances.&lt;br /&gt;
&lt;br /&gt;
=== Icy Dragon Rider of Wrath ===&lt;br /&gt;
A Dragon Rider mainly doing 75-4 wrath (5) melee (ice, charge, slow, horrid, backstab) or 26-6 ranged (ice, slow, cone) and defensively 39-4 melee with drain and slow.&lt;br /&gt;
&lt;br /&gt;
Equipped with a Holy Sword and a Return to the Tribe spear, and protected by a Horrid Ice Armour, a Ring of Iced Veins, Slow Boots, Draingloves, a Mask of Famine, a Leechward amulet and a Cloak of the Assassin Leader.&lt;br /&gt;
&lt;br /&gt;
A full Ice Dragon Legacy, a full Raging/Wrathful Combat Techniques, five AMLA to command the dragon to bite better (and to eat in the process), five AMLA to have a tougher dragon.&lt;br /&gt;
&lt;br /&gt;
=== Assassin of Everything ===&lt;br /&gt;
dabber's deadliest lone unit.&lt;br /&gt;
Elvish Assassin. Legacy of Sorrow, Dark set&amp;lt;br /&amp;gt;&lt;br /&gt;
Melee 33-8 blade, struggle, slows, poison, suck 5&amp;lt;br /&amp;gt;&lt;br /&gt;
Ranged 33-11, blade, focused, mind raid, struggle, slows, poison, suck 7&amp;lt;br /&amp;gt;&lt;br /&gt;
Resistances 37,37,18,30,25,40&lt;br /&gt;
&lt;br /&gt;
No unit in my army, including Efraim and Lethalia, has anywhere near the experience of this lady. I let her solo several levels of Inferno for fun.&lt;br /&gt;
&lt;br /&gt;
Critical Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
Dark Sword, Dark Helm, Dark Gloves, Unprecious Ring, Intoxicator boots&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Current Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
Mystic Armour of the Untouchable, Bow of Plagiarism, Gloomy Cloak, Amulet of Reason, Fencer's Study&lt;br /&gt;
&lt;br /&gt;
Why is she great:&amp;lt;br /&amp;gt;&lt;br /&gt;
* Conviction means she does serious damage to any target.&lt;br /&gt;
* Focussed on ranged attacks ensures they hit, and therefore suck.&lt;br /&gt;
* High suck with many attacks, plus despair, slow, and struggle means she avoids or heals most any damage.&lt;br /&gt;
* If she ever gets hurt, she can use Distant Attack to heal.&lt;br /&gt;
&lt;br /&gt;
=== Deadly Champion ===&lt;br /&gt;
&lt;br /&gt;
Favorite of arobinson, the Champion's power is in the opponent missing, not in the offensive power of the unit. The idea is to make the Champion very hard to hit and then use Anger to increase the number of attacks. The more attacks the opponent has the better in this case. Because of the Champion's chance to be hit ratio, a few equipment items means that it almost cannot be hit. The unit is not all that good for spell defense, so it is not quite a loner, but it is very powerful on offense against any opponent.&lt;br /&gt;
&lt;br /&gt;
There are many options for armor and weapons, but basically you want to try to (1) maximize the number of attacks and (2) decrease the chance to hit.  &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
* Crafted &amp;quot;Anger&amp;quot; sword or &amp;quot;Marrowrend&amp;quot; (*2 attacks offense and defense, this is key)&lt;br /&gt;
* Helmet&lt;br /&gt;
** Helmet of Paladins (for the illumination)&lt;br /&gt;
** Mask of Insanity (not necessary, but good for really hard units)&lt;br /&gt;
** Rherraent's Helm&lt;br /&gt;
* Gloves&lt;br /&gt;
** Quick Gauntlets (+1 attack)&lt;br /&gt;
** Draingloves&lt;br /&gt;
** Dark Gloves of Destruction&lt;br /&gt;
* Book of Courage (if not using the Helmet of Paladins)&lt;br /&gt;
* Dazzling Ring&lt;br /&gt;
* Amulets&lt;br /&gt;
** The gloomy Amulet&lt;br /&gt;
** Lucky Farmer's Amulet&lt;br /&gt;
** Amulet of the Last Guide&lt;br /&gt;
* Armor&lt;br /&gt;
** Mystic Armour of the Untouchable&lt;br /&gt;
** Dark Sarcasm&lt;br /&gt;
** Redshirt Armour&lt;br /&gt;
* Crossbow&lt;br /&gt;
** Crafted Gloombringer crossbow &lt;br /&gt;
** Crafted Malice crossbow&lt;br /&gt;
** Crafted Deathblade Inheritance crossbow&lt;br /&gt;
* Boots&lt;br /&gt;
** Elusive Boots&lt;br /&gt;
** Slow Boots of Certainty&lt;br /&gt;
* Cloak of the Assassin leader&lt;br /&gt;
* Other crafted&lt;br /&gt;
** Lightning Agility&lt;br /&gt;
** Deflector of Light&lt;br /&gt;
&lt;br /&gt;
Advancements:&amp;lt;br /&amp;gt;&lt;br /&gt;
Focus on the sword (number of attacks), then &amp;quot;better at defending&amp;quot; (up to -15% chance to be hit) and then the &amp;quot;better resistances when defending&amp;quot; advancements to improve the unit's defense against magical attacks while defending.&lt;br /&gt;
&lt;br /&gt;
=== Devastating Demilich of Doom ===&lt;br /&gt;
&lt;br /&gt;
With maxed out resistances, good healing and tons of penetration, this unit can sometimes kill healthy units even while slowed, and is nearly impossible to kill.&lt;br /&gt;
&lt;br /&gt;
* Weapons&lt;br /&gt;
** Soul Hunter (nostalgia)&lt;br /&gt;
** Misanthropia (nostalgia)&lt;br /&gt;
** Another Misanthropia (nostalgia)&lt;br /&gt;
** A third Misanthropia (otherworldly essence)&lt;br /&gt;
** The Killer of Great Magi (staff)&lt;br /&gt;
* Armor&lt;br /&gt;
** Crapsack World (amulet)&lt;br /&gt;
** Fiery Blood (gauntlets)&lt;br /&gt;
** Wisdom of the Ages (helm)&lt;br /&gt;
** The Godless (armor)&lt;br /&gt;
** Search for Wisdom (boots)&lt;br /&gt;
** Exterminator's Ring&lt;br /&gt;
** Tracking the Lost Knowledge (cloak)&lt;br /&gt;
* Tomes&lt;br /&gt;
** Book of Herbal Tinctures and Malignancies&lt;br /&gt;
&lt;br /&gt;
That gives you 21-8 melee with drain and 31-6 ranged with slows, spell suck 3 and 70% cold penetration, and all resistances except impact maxed out. Regen +13 and absorb 1 really seals the deal. If you want to fish for legacies, Legacy of the Frozen North, Legacy of Sorrow and Legacy of the Free are all fine choices.&lt;br /&gt;
&lt;br /&gt;
There's a bit of leeway with gear here too. Lucky Farmer's Amulet is fine with the rest of the list, and The Touch of God might be an improvement over Tracking the Lost Knowledge. Fire Dragon Legacy and Wrathful Combat Techniques or Guide to Lycanthropy is also worth considering, to make this a boss killer and a lone warrior.&lt;/div&gt;</summary>
		<author><name>Mathemagician</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=IGNFileFormat&amp;diff=65228</id>
		<title>IGNFileFormat</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=IGNFileFormat&amp;diff=65228"/>
		<updated>2019-12-21T12:35:35Z</updated>

		<summary type="html">&lt;p&gt;Mathemagician: /* _server.ign does NOT implicitly include the defaults */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
When you upload an add-on, some files and directories are ignored and not uploaded.&lt;br /&gt;
&lt;br /&gt;
If you would prefer to have more control over which files and directories should be ignored, you should provide a &amp;lt;b&amp;gt;_server.ign&amp;lt;/b&amp;gt; file containing a list of filter patterns. Each file or directory matching any entry of the _server.ign file will not be included when uploaded to the add-ons server.&lt;br /&gt;
&lt;br /&gt;
== Where do I put the file, and what goes in it? ==&lt;br /&gt;
&lt;br /&gt;
The file should be placed within the root level of your add-on (&amp;lt;i&amp;gt;data/add-ons/addon_name/_server.ign&amp;lt;/i&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
A specific format is required:&lt;br /&gt;
&lt;br /&gt;
* {{DevFeature1.13|0}}: Blank lines and lines beginning with '&amp;lt;code&amp;gt;# &amp;lt;/code&amp;gt;' (space required) are ignored.&lt;br /&gt;
* Each line should contain exactly one pattern.&lt;br /&gt;
* &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;?&amp;lt;/code&amp;gt; wildcards are supported (&amp;lt;code&amp;gt;?&amp;lt;/code&amp;gt; stands for any single character, &amp;lt;code&amp;gt;*&amp;lt;/code&amp;gt; stands for any number of any characters).&lt;br /&gt;
* {{DevFeature1.13|12}}: &amp;lt;code&amp;gt;+&amp;lt;/code&amp;gt; wildcards are also supported: it stands for one or more characters.&lt;br /&gt;
* Patterns with a trailing forward slash '&amp;lt;code&amp;gt;/&amp;lt;/code&amp;gt;' will match directories; the rest only match files.&lt;br /&gt;
&lt;br /&gt;
==== Default values ====&lt;br /&gt;
&lt;br /&gt;
If there is no custom _server.ign file present, a default filter will be used instead, which is as follows:&lt;br /&gt;
&lt;br /&gt;
 .+&lt;br /&gt;
 .+/&lt;br /&gt;
 __MACOSX/&lt;br /&gt;
 #*#&lt;br /&gt;
 *~&lt;br /&gt;
 *-bak&lt;br /&gt;
 *.swp&lt;br /&gt;
 *.pbl&lt;br /&gt;
 *.ign&lt;br /&gt;
 _info.cfg&lt;br /&gt;
 *.exe&lt;br /&gt;
 *.bat&lt;br /&gt;
 *.cmd&lt;br /&gt;
 *.com&lt;br /&gt;
 *.scr&lt;br /&gt;
 *.sh&lt;br /&gt;
 *.js&lt;br /&gt;
 *.vbs&lt;br /&gt;
 *.o&lt;br /&gt;
 *.ini  {{DevFeature1.13|12}}&lt;br /&gt;
 Thumbs.db&lt;br /&gt;
 *.wesnoth&lt;br /&gt;
 *.project&lt;br /&gt;
&lt;br /&gt;
If you create a custom _server.ign, you should add these entries to it.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Mathemagician</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=65227</id>
		<title>InterfaceActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=65227"/>
		<updated>2019-12-19T22:51:22Z</updated>

		<summary type="html">&lt;p&gt;Mathemagician: /* Formatting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Interface actions ==&lt;br /&gt;
&lt;br /&gt;
Part of [[ActionWML]], interface actions are actions that do not have a direct effect on gameplay;&lt;br /&gt;
instead, they show something to the player.  The main interface tags&lt;br /&gt;
are '''[message]''' and '''[objectives]''', but several other tags affect&lt;br /&gt;
the interface also.&lt;br /&gt;
&lt;br /&gt;
== [inspect] ==&lt;br /&gt;
This user interface instantly displays the gamestate inspector dialog at the current scenario state (the same one that can be brought up with [[CommandMode|the ''':inspect''' command]]), which can be used to inspect the values of WML variables, AI configuration, recall lists, and more.&lt;br /&gt;
&lt;br /&gt;
* '''name''': optional attribute to specify the name of this gamestate inspector dialog. It is just a label to help differentiate between different invocations of gamestate inspector dialog.&lt;br /&gt;
&lt;br /&gt;
== [message] ==&lt;br /&gt;
The most commonly used interface action is [message], which displays a message to the user in a dialog box. It can also be used to take input from the user.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are accepted for [message]:&lt;br /&gt;
* [[StandardUnitFilter]]: The unit whose profile and name are displayed. Do not use a [filter] tag. If no unit matching this filter is found, the message is not displayed (The unit has probably been killed).&amp;lt;br&amp;gt;[message] elements should be constructed so that it is either guaranteed that a certain unit is alive, or so that dialog flows smoothly even if the message isn't displayed.&lt;br /&gt;
&lt;br /&gt;
* '''speaker''': an alternative to standard unit filter. You may specify as the value of the speaker attribute a unit id or any of the following special values:&lt;br /&gt;
** '''narrator''': the dialog box is displayed without a caption for the unit speaking or a unit image&lt;br /&gt;
** '''unit''': the primary unit for the event is speaking&lt;br /&gt;
** '''second_unit''': {{DevFeature1.13|6}} the secondary unit for the event is speaking&lt;br /&gt;
&lt;br /&gt;
* '''message''': (translatable) the text to display to the right of the image. ''message'' is sometimes multiple lines; if it is, be sure to use quotes(''' ' ''' or ''' &amp;quot; ''')&lt;br /&gt;
* '''male_message''', '''female_message''': {{DevFeature1.13|2}} (translatable) Used instead of ''message'' if the unit's gender matches. Never used if there is no unit (ie ''speaker=narrator''). {{DevFeature1.13|6}} This matches the primary unit, not the secondary unit.&lt;br /&gt;
* '''wait_description''': {{DevFeature1.13|2}} the description of this message displayed when other players in a mp game wait for one player doing input in a [message] (with [option]s or [text_input]).&lt;br /&gt;
* '''[show_if]''': if present then this message will only be displayed if the conditional statement in this tag is passed (see [[ConditionalActionsWML#Condition_Tags|ConditionalActionsWML]])&lt;br /&gt;
* '''side_for''': (default: all sides) comma-separated list of sides for who message is shown. This will &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; work with messages that take user input ([option]/[text_input]), which can only ever be shown to the current player. {{DevFeature1.13|0}} side_for= is now also accepted for messages with user input, it specifies on which side the message is shown (defaults to the currently playing side). For messages with input it does not accept a comma seperated list only a single number.&lt;br /&gt;
* '''image''': (default: profile image of speaker) the image to display to the left of the message text. Append ~RIGHT() if you want the image to appear on the right side. &lt;br /&gt;
** {{DevFeature1.13|0}} &amp;lt;b&amp;gt;none:&amp;lt;/b&amp;gt; display no image&lt;br /&gt;
* '''mirror''': {{DevFeature1.13|5}}whether to mirror the image specified by the '''image''' attribute.&lt;br /&gt;
* '''second_image''': {{DevFeature1.13|6}}same as the '''image''' attribute, but the image is displayed on the right of the message text.&lt;br /&gt;
* '''second_mirror''': {{DevFeature1.13|6}}same as '''mirror''', but for the '''second_image''' attribute.&lt;br /&gt;
* '''image_pos''': {{DevFeature1.13|5}} whether to show the image on the left or right; supercedes the use of ~RIGHT() described above&lt;br /&gt;
* '''caption''': (default: name of speaker) the caption to display beside the image. Name to be displayed. Note: use a translation mark to avoid wmllint errors.&lt;br /&gt;
* '''scroll''': Boolean specifying whether the game view should scroll to the speaking unit. Defaults to ''yes''.&lt;br /&gt;
* '''highlight''': {{DevFeature1.13|5}} Boolean specifying whether to highlight the speaker. Defaults to ''yes''.&lt;br /&gt;
* '''sound''': a sound effect (wav file) to play as the message is displayed. This can be a comma-separated list, from which one will be randomly chosen.&lt;br /&gt;
* '''voice''': {{DevFeature1.13|?}} a sound to be played as the message is displayed. This can also be a comma-separated list, from which one will be randomly chosen. This is intended for voiceovers for the message.&lt;br /&gt;
* '''[option]''': No '''[option]''' elements have to be used. If '''[option]''' elements are present, then each option will be displayed in a menu for the user to select one option. ''Note: Messages with options will not be shown at all in prestart events''&lt;br /&gt;
** '''message''': (translatable) the text displayed for the option. {{DevFeature1.15|1}} This is now a synonym for '''description='''.&lt;br /&gt;
** '''image''', '''label''', '''description''', '''default''': See [[DescriptionWML#WML_Format|DescriptionWML]].&lt;br /&gt;
** '''value''': {{DevFeature1.13|?}} Gives the option a value to be stored in a variable.&lt;br /&gt;
** '''[show_if]''': if present then this option will only be displayed if the conditional statement in this tag is passed (see [[ConditionalActionsWML#Condition_Tags|ConditionalActionsWML]])&lt;br /&gt;
** '''[command]''': an element containing actions which are executed if the option is selected.&lt;br /&gt;
* '''variable''': {{DevFeature1.13|?}} If present, either the index or the value of the chosen option will be stored in the specified variable. Option indexing starts from 1. If option has '''[show_if]''' condition evaluated as false, then it is hidden and excluded from the indexing.&lt;br /&gt;
* '''[text_input]''': there can be only one [text_input] tag. this adds a text input field to the message. ''Note: Messages with text_input will not be shown at all in prestart events''&lt;br /&gt;
** '''variable''': the variable that the user's input will be written to&lt;br /&gt;
** '''label''': a text label to the left of the input field&lt;br /&gt;
** '''max_length''': the maximum number of characters that may be typed into the field&lt;br /&gt;
** '''text''': text that is written into the field in the beginning&lt;br /&gt;
* Check [[EventWML#Multiplayer_safety]] to find out in which events you can safely use '''[option]''' and '''[text_input]''' without causing OOS.&lt;br /&gt;
&lt;br /&gt;
=== Formatting ===&lt;br /&gt;
'''[message]''' and other tags such as unit names (user_description), objectives, and floating text can make use of [https://developer.gnome.org/pango/stable/pango-Markup.html Pango markup formatting codes].&lt;br /&gt;
&lt;br /&gt;
Remember to use single quotes (') instead of double quotes (&amp;quot;) within the formatting string, as double quotes cannot be escaped, and the string will appear fragmented and possibly cause errors. Escaping markup is described in https://github.com/wesnoth/wesnoth/blob/master/src/font/pango/escape.hpp#L35-L39.&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to write &amp;quot;You are victorious!&amp;quot; in large, italic, gold letters, you might write it this way:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span color='#BCB088' size='large' font-style='italic'&amp;gt;You are victorious!&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the codes taken from the Pango markup formatting guide:&lt;br /&gt;
&lt;br /&gt;
*'''font''', '''font_desc''': A font description string, such as &amp;quot;Sans Italic 12&amp;quot;.&lt;br /&gt;
*'''font_family''', '''face''': A font family name.&lt;br /&gt;
*'''font_size''', '''size''': Font size in 1024ths of a point, or one of the absolute sizes 'xx-small', 'x-small', 'small', 'medium', 'large', 'x-large', 'xx-large', or one of the relative sizes 'smaller' or 'larger'.&lt;br /&gt;
*'''font_style''', '''style''': One of 'normal', 'oblique', 'italic'.&lt;br /&gt;
*'''font_weight''', '''weight''': One of 'ultralight', 'light', 'normal', 'bold', 'ultrabold', 'heavy', or a numeric weight.&lt;br /&gt;
*'''font_variant''', '''variant''': One of 'normal' or 'smallcaps'.&lt;br /&gt;
*'''font_stretch''', '''stretch''': One of 'ultracondensed', 'extracondensed', 'condensed', 'semicondensed', 'normal', 'semiexpanded', 'expanded', 'extraexpanded', 'ultraexpanded'.&lt;br /&gt;
*'''foreground''', '''fgcolor''', '''color''': An RGB color specification such as '#00FF00' or a color name such as 'red'.&lt;br /&gt;
*'''background, bgcolor''': An RGB color specification such as '#00FF00' or a color name such as 'red'.&lt;br /&gt;
*'''underline''': One of 'none', 'single', 'double', 'low', 'error'.&lt;br /&gt;
*'''underline_color''': The color of underlines; an RGB color specification such as '#00FF00' or a color name such as 'red'.&lt;br /&gt;
*'''rise''': Vertical displacement, in 10000ths of an em. Can be negative for subscript, positive for superscript.&lt;br /&gt;
*'''strikethrough''': 'true' or 'false' whether to strike through the text.&lt;br /&gt;
*'''strikethrough_color''': The color of strikethrough lines; an RGB color specification such as '#00FF00' or a color name such as 'red'&lt;br /&gt;
*'''fallback''': 'true' or 'false' whether to enable fallback. If disabled, then characters will only be used from the closest matching font on the system. No fallback will be done to other fonts on the system that might contain the characters in the text. Fallback is enabled by default. Most applications should not disable fallback.&lt;br /&gt;
*'''letter_spacing''': Inter-letter spacing in 1024ths of a point.&lt;br /&gt;
*'''gravity''': One of 'south', 'east', 'north', 'west', 'auto'.&lt;br /&gt;
*'''gravity_hint''': One of 'natural', 'strong', 'line'.&lt;br /&gt;
&lt;br /&gt;
The following pango attributes are also available directly as attributes of the '''[message]''' tag:&lt;br /&gt;
{{DevFeature1.13|4}}&lt;br /&gt;
&lt;br /&gt;
*'''font'''&lt;br /&gt;
*'''font_family'''&lt;br /&gt;
*'''font_size'''&lt;br /&gt;
*'''font_style'''&lt;br /&gt;
*'''font_weight'''&lt;br /&gt;
*'''font_variant'''&lt;br /&gt;
*'''font_stretch'''&lt;br /&gt;
*'''color'''&lt;br /&gt;
*'''bgcolor'''&lt;br /&gt;
*'''underline'''&lt;br /&gt;
*'''underline_color'''&lt;br /&gt;
*'''rise'''&lt;br /&gt;
*'''strikethrough'''&lt;br /&gt;
*'''strikethrough_color'''&lt;br /&gt;
*'''fallback'''&lt;br /&gt;
*'''letter_spacing'''&lt;br /&gt;
*'''gravity'''&lt;br /&gt;
*'''gravity_hint'''&lt;br /&gt;
&lt;br /&gt;
== [objectives] ==&lt;br /&gt;
The other tag used for plot development is '''[objectives]'''.&lt;br /&gt;
The '''[objectives]''' tag overwrites any previously set objectives,&lt;br /&gt;
and displays text which should describe the objectives of the scenario.&lt;br /&gt;
Scenario objectives are displayed on the player's first turn after the tag is used,&lt;br /&gt;
or as part of the event if it triggers during that player's turn.&lt;br /&gt;
Objectives can also be accessed at any time in a scenario using the&lt;br /&gt;
&amp;quot;Scenario Objectives&amp;quot; game menu option, making this tag useful for&lt;br /&gt;
scenario-specific information that the player may need to refer to during play.&lt;br /&gt;
&lt;br /&gt;
Attributes of '''[objectives]''':&lt;br /&gt;
* '''side''': Default '0'. The side to set the objectives for. A value of 0 sets objectives for all sides. note: There are side-specific objectives and default objectives, which are used in case a side doesn't have specific ones. Specifying 0 sets the default ones.&lt;br /&gt;
* '''[[StandardSideFilter]]''' tags and keys: Sets the objectives of all matching sides to these passed specifications (the rest of this [objectives] tag). If no sides (such as when passing side=0) or all sides match, sets the default objectives, and the side specific ones for the matching sides otherwise.&lt;br /&gt;
* '''bullet''': Default '• '. Replaces the default bullet, with whatever is passed, for all objectives, gold carryover notes, and notes defined with [note].&lt;br /&gt;
* '''summary''': Displayed first in the objectives text, this should describe the basic objective for the overall scenario.  Can be omitted.&lt;br /&gt;
* '''note''': Displayed last in the objectives text, this is sometimes used for hints or additional information.  Can be omitted.&lt;br /&gt;
* '''victory_string''': Default ' _ &amp;quot;Victory:&amp;quot;', this text precedes the victory objectives. Can be set to &amp;quot;&amp;quot; too.&lt;br /&gt;
* '''defeat_string''': Default ' _ &amp;quot;Defeat:&amp;quot;', this text precedes the defeat objectives. Can be set to &amp;quot;&amp;quot; too.&lt;br /&gt;
* '''gold_carryover_string''': Default ' _ &amp;quot;Gold carryover:&amp;quot;', this text precedes the gold carryover information.&lt;br /&gt;
* '''notes_string''': Default ' _ &amp;quot;Notes:&amp;quot;', this text precedes the notes.&lt;br /&gt;
* '''silent''': Default: not present. If set to &amp;quot;yes&amp;quot;, the objectives are silently changed. Else, they will be shown to the user when appropriate.&lt;br /&gt;
* '''delayed_variable_substitution''': {{DevFeature1.13|8}} If set to yes, any variables or [insert_tag] are not substituted right away. Instead, they are substituted whenever the objectives are actually viewed.&lt;br /&gt;
&lt;br /&gt;
Tags of '''[objectives]''':&lt;br /&gt;
* '''[objective]''': describes a win or loss condition. Most scenarios have multiple win or loss conditions, so use a separate [objective] subtag for each line; this helps with translations.&lt;br /&gt;
** '''bullet''': Default '• ' or whatever is set in the parent [objectives] block. Replaces the default bullet, with whatever is provided, for the objective defined by the [objective] block.&lt;br /&gt;
** '''red''': Default '0' for winning objectives, '255' for losing objectives. Overrides the default red coloring of the entire objective, including the bullet.&lt;br /&gt;
** '''green''': Default '255' for winning objectives, '0' for losing objectives. Overrides the default green coloring of the entire objective, including the bullet.&lt;br /&gt;
** '''blue''': Default '0'. Overrides the default blue coloring of the entire objective, including the bullet.&lt;br /&gt;
** '''description''': text for the specific win or loss condition.&lt;br /&gt;
** '''caption''': a text which will be displayed above the ''description''. This can be used to display a subcategory of objectives below ''victory_string'' or ''defeat_string''.&lt;br /&gt;
** '''condition''': The color and placement of the text. Values are 'win'(colored green, placed after ''victory_string'') and 'lose'(colored red, placed after ''defeat_string'').&lt;br /&gt;
** '''show_turn_counter''': If set to yes, displays the number of turns remaining in the scenario. Default is no.&lt;br /&gt;
** '''[show_if]''': A condition that disables the objective if it doesn't hold. Conditional objectives are refreshed at '''[show_objectives]''' time only, or when manually opening the scenario objectives.&lt;br /&gt;
* '''[gold_carryover]''': describes how the gold carryover works in this scenario. This is intended to be a more convenient way of displaying carryover information than using the note= key in [objectives].&lt;br /&gt;
** '''bullet''': Default '• ' or whatever is set in the parent [objectives] block. Replaces the default bullet with whatever is provided.&lt;br /&gt;
** '''red''': Default '255'. Overrides the default red coloring of the entire objective, including the bullet.&lt;br /&gt;
** '''green''': Default '255'. Overrides the default green coloring of the entire objective, including the bullet.&lt;br /&gt;
** '''blue''': Default '192'. Overrides the default blue coloring of the entire objective, including the bullet.&lt;br /&gt;
** '''bonus''' (boolean): whether an early finish bonus is granted. If omitted, early finish bonus is not mentioned.&lt;br /&gt;
** '''carryover_percentage''': the amount of carryover gold. If omitted, the amount is not mentioned.&lt;br /&gt;
** '''[show_if]''': {{DevFeature1.13|11}} Gold carryover will not be shown if the specified condition isn't met. Conditional gold carryover is refreshed at '''[show_objectives]''' time only.&lt;br /&gt;
* '''[note]''': describes a note, usually used for hints or additional information. This is an easier way of adding several notes than concatenating them together into a single string to use with the ''note='' key.&lt;br /&gt;
** '''bullet''': Default '• ' or whatever is set in the parent [objectives] block. Replaces the default bullet with whatever is provided for the note defined by the [note] block.&lt;br /&gt;
** '''red''': Default '255'. Overrides the default red coloring of the entire note, including the bullet.&lt;br /&gt;
** '''green''': Default '255'. Overrides the default green coloring of the entire note, including the bullet.&lt;br /&gt;
** '''blue''': Default '255'. Overrides the default blue coloring of the entire note, including the bullet.&lt;br /&gt;
** '''description''': the text of the note.&lt;br /&gt;
** '''[show_if]''': The note will not be shown if the specified condition isn't met. Conditional notes are refreshed at '''[show_objectives]''' time only.&lt;br /&gt;
&lt;br /&gt;
== [set_menu_item] ==&lt;br /&gt;
This tag is used to add a custom option in the right-click context menu which can then be used to trigger arbitrary WML commands. The menu items can be set and modified during any event, for example during &amp;quot;start&amp;quot; or &amp;quot;prestart&amp;quot; events. The user can also assign hotkeys to these WML commands unless specified otherwise. When the hotkey is pressed the event will be fired/filtered at the current mouse position.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Due to limitations in portable devices where there are no scroll bars for context menus, there is a hard-coded limit of 7 custom WML menu items. If you really need to have more than 7 menu items, try combining some of them in a submenu. {{DevFeature1.13|0}} This limitation is being removed in a [http://forums.wesnoth.org/viewtopic.php?p=572554#p572554 future version] of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
* '''id''': the unique id for this menu item. If a menu item with this id already exists, it allows you to set specific changes to that item.&lt;br /&gt;
* '''description''': the in-game text that will appear for this item in the menu.&lt;br /&gt;
* '''image''': the image to display next to this item.&lt;br /&gt;
* '''needs_select''': if ''yes'' (default ''no''), then the latest select event (see [[EventWML]]) that triggered before this menu item was chosen will be transmitted over the network before this menu item action will be. This only has any effect in networked multiplayer, and is intended to allow more elaborate menu item behaviour there without causing out of sync errors. If you don't know what this means, just leave it. {{DevFeature1.13|6}} ''needs_select=yes'' is deprecated, consider using manual variable syncing with [sync_variable].&lt;br /&gt;
* '''synced''' {{DevFeature1.13|1}}: if ''no'' (default ''yes'') the command handler will only be run on the client that invoked the menu item; this means that changing the gamestate in a command handler of a menu item with ''synced=no'' will cause OOS&lt;br /&gt;
* '''use_hotkey''': if ''no'' (default ''yes''), then the user cannot assign hotkeys to this menu item. If ''only'', the menu item is only accessible via hotkeys, not via right-click context; you can use this in combination with [default_hotkey] if you want custom hotkeys in your campaign/mp. &lt;br /&gt;
* '''[show_if]''': If present, the menu item will only be available if the conditional statement (see [[ConditionalActionsWML#Condition_Tags|ConditionalActionsWML]]) within evaluates to true. When this is evaluated, the WML variables ''$x1'' and ''$y1'' will point to the location on which the context menu was invoked, so it's possible to for example only enable the option on empty hexes or on a particular unit.&lt;br /&gt;
* '''[filter_location]''': contains a location filter similar to the one found inside Single Unit Filters (see [[FilterWML]]). The menu item will only be available on matching locations.&lt;br /&gt;
* '''[default_hotkey]''': contains a hotkey WML to specify what hotkey to assign to this, '''if the user has no hotkey assigned to this yet'''. (Unlike the rest of a menu item definition, modifying this tag has no effect on the game; it is only effective when initially defining a menu item.) Hotkey WML matches the format in the preferences file and contains the following keys:&lt;br /&gt;
** '''key''': a string that contains the key to assign to this.&lt;br /&gt;
** '''alt''', '''shift''', '''cmd'''(apple only), '''ctrl''':  boolean values.&lt;br /&gt;
** '''repeat_on_hold''' {{DevFeature1.13|12}}: if ''yes'' (default ''no''), holding the hotkey will repeat the action continuously, unless it blocks input with something like '''[message]'''. Due to a bug, versions older than 1.13.12 always repeat the action, with no way to disable it.&lt;br /&gt;
* '''[command]''': contains the WML actions to be executed when the menu item is selected. Again, the WML variables ''$x1'' and ''$y1'' will point to the location on which the context menu was invoked on.&lt;br /&gt;
** '''delayed_variable_substitution ''' (boolean yes|no, default: yes): If no, forces a variable substitution run onto the wml included in this [command] block. Use this, if you want variables which are to substitute to get the values they have at execution time of the event where this set_menu_item appears. Other than that, they get the values they have at invocation time of the menu item.&lt;br /&gt;
&lt;br /&gt;
== [clear_menu_item] ==&lt;br /&gt;
&lt;br /&gt;
Removes a menu item from the scenario.&lt;br /&gt;
Normally menu items are, including all their defining wml, automatically carried over between scenarios. This tag prevents this. (The behavior is comparable to set_variable/clear_variable).&lt;br /&gt;
* '''id''': (string): id of the menu item to clear. Can be a comma-separated list.&lt;br /&gt;
&lt;br /&gt;
== Other interface tags ==&lt;br /&gt;
&lt;br /&gt;
The following tags are also action tags:&lt;br /&gt;
&lt;br /&gt;
=== [change_theme] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|8}}&lt;br /&gt;
&lt;br /&gt;
Change the current interface theme.&lt;br /&gt;
&lt;br /&gt;
* '''theme''': The ID of the new theme. Use &amp;lt;code&amp;gt;theme=&amp;lt;/code&amp;gt; (empty key) to switch back to the theme that the player has selected in Preferences. On &amp;lt;b&amp;gt;1.14.2&amp;lt;/b&amp;gt; and later it is also possible to omit the key entirely to achieve the same effect (on previous versions this will crash the Lua engine).&lt;br /&gt;
&lt;br /&gt;
=== [item] ===&lt;br /&gt;
Makes a graphical item appear on a certain hex. Note this only places the graphics for an item. It does not make the item do anything. Use a moveto event to make moving onto the item do something. &amp;lt;tt&amp;gt;''('''Hint:''' There are a number of predefined items that are used in various campaigns that you can make use of. You can find [http://www.wesnoth.org/macro-reference.xhtml#file:items.cfg a list of them] if you look into the items.cfg file in the wesnoth install directory (under /data/core/macros).)''&amp;lt;/tt&amp;gt;&lt;br /&gt;
* '''x''', '''y''': the location to place the item. (only for [event][item]: full [[StandardLocationFilter|SLF]] support)&lt;br /&gt;
* '''image''': the image (in ''images/'' as .png) to place on the hex. This image is aligned with the top-left of the hex (which is 72 pixels wide and 72 pixels tall). It is drawn underneath units. ''('''Hint:''' If using an image smaller than 72x72, then it might be useful to [[ImagePathFunctions#Blit_Function|BLIT]] the image onto &amp;lt;tt&amp;gt;misc/blank-hex.png&amp;lt;/tt&amp;gt; (a blank 72x72 image).)''&lt;br /&gt;
* '''halo''': an image to place centered on the hex. It is drawn on top of units. Use this instead of ''image'' if the image is bigger than the hex or if you want to animate an image (https://github.com/wesnoth/wesnoth/issues/1219).&lt;br /&gt;
* '''name''' an id that can be used to remove the item.&lt;br /&gt;
''Example (where the integer after the colon is the duration of each frame or square bracket expansion as per AnimationWML is used): halo=scenery/fire1.png:100,scenery/fire2.png:100,scenery/fire3.png:100,scenery/fire4.png:100,scenery/fire5.png:100,scenery/fire6.png:100,scenery/fire7.png:100,scenery/fire8.png:100''&lt;br /&gt;
or equivalently (requires Wesnoth 1.11.2+):&lt;br /&gt;
''halo=scenery/fire[1~8].png:100''&lt;br /&gt;
* '''team_name''': name of the team for which the item is to be displayed (hidden for others). For multiple teams just put all the names in one string, for example separated by commas. {{DevFeature1.15|0}} In 1.14 the '''[side]team_name''' attribute was expected to be a substring of this '''team_name'''. In 1.15 both are expected to be comma-separated lists of names and the item is visible if the lists intersect. ([[https://github.com/wesnoth/wesnoth/pull/3533|#3533]])&lt;br /&gt;
* '''visible_in_fog''': whether the item should be visible through fog or not. Default yes.&lt;br /&gt;
* '''redraw''': (boolean yes|no, default: yes): If no, disables implicit calls to [[InterfaceActionsWML#.5Bredraw.5D|[redraw]]] when placing the items.&lt;br /&gt;
* '''[filter_team]''': {{DevFeature1.15|0}} A [[StandardSideFilter]]. Set '''team_name''' to the union of all '''[side]team_name''' attributes of all sides that match the SSF. ([[https://github.com/wesnoth/wesnoth/pull/3533|#3533]])&lt;br /&gt;
* {{DevFeature1.15|0}} If both '''team_name''' and '''[filter_team]''' are set, '''team_name''' is ignored.&lt;br /&gt;
&lt;br /&gt;
=== [remove_item] ===&lt;br /&gt;
Removes any graphical items on a given hex.&lt;br /&gt;
* [[StandardLocationFilter]]: the hexes to remove items off&lt;br /&gt;
* '''image''': if specified, only removes the given image item (This image name must include any [[ImagePathFunctions|image path functions]] appended to the original image name.)&lt;br /&gt;
* '''name''': removes an item with a previously defined name.&lt;br /&gt;
&lt;br /&gt;
=== [print] ===&lt;br /&gt;
Displays a message across the screen. The message will disappear after a certain time.&lt;br /&gt;
* '''text''': (translatable) the text to display.&lt;br /&gt;
* '''size''': (default=12) the pointsize of the font to use&lt;br /&gt;
* '''duration''': (default=50) the length of time to display the text for. This is measured in the number of 'frames'. A frame in Wesnoth is usually displayed for around 30ms.&lt;br /&gt;
* '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255. {{DevFeature1.13|x}} Use of red, green, blue is now deprecated; use color=0,0,0 instead.&lt;br /&gt;
&lt;br /&gt;
=== [move_unit_fake] ===&lt;br /&gt;
Moves an image of a unit along a certain path on the map. The path does not need to be a continuous list of adjacent hexes, so for example only the start and end points can be given, in which case the straightest line between those points will be calculated and used.&lt;br /&gt;
* '''type''': the type of the unit whose image to use&lt;br /&gt;
* '''x''': a comma-separated list of x locations to move along&lt;br /&gt;
* '''y''': a comma-separated list of y locations to move along (x and y values are matched pairs)&lt;br /&gt;
* '''side''': the side of the fake unit, used for team-coloring the fake unit&lt;br /&gt;
* '''gender''': the gender of the fake unit. Example: gender=female&lt;br /&gt;
* '''variation''': the variation of the fake unit. Example: variation=undead&lt;br /&gt;
* '''image_mods''': [[ImagePathFunctions|image path functions]] sequence to be applied on the fake unit.&lt;br /&gt;
* '''force_scroll''':  Whether to scroll the map or not even when [[#.5Block_view.5D|[lock_view]]] is in effect or ''Follow Unit Actions'' is disabled in ''Advanced Preferences''. Defaults to ''yes'' starting with version '''1.11.6'''; the attribute did not exist in previous versions and this action behaved as if ''no'' was passed instead.&lt;br /&gt;
&lt;br /&gt;
=== [move_units_fake] ===&lt;br /&gt;
moves multiple images of units along paths on the map. These units are moved in lockstep.&lt;br /&gt;
* '''force_scroll''': {{DevFeature1.15|0}} Has the same meaning as in [move_unit_fake] but a different default.&lt;br /&gt;
* '''[fake_unit]''': A fake unit to move&lt;br /&gt;
** '''type''': the type of unit whose image to use&lt;br /&gt;
** '''x''': a comma-separated list of x locations to move along&lt;br /&gt;
** '''y''': a comma-separated list of y locations to move along (x and y values are matched pairs)&lt;br /&gt;
** '''side''': the side of the fake unit, used for team-coloring the fake unit&lt;br /&gt;
** '''skip_steps''': the number of steps to skip before this unit starts moving&lt;br /&gt;
&lt;br /&gt;
=== [hide_unit] ===&lt;br /&gt;
Temporarily prevents the engine from displaying the given unit. The unit does not become invisible, as it would be with the '''[hides]''' ability; it is still the same plain unit, but without an image. Useful in conjunction with '''[move_unit_fake]''': to move a leader unit into position on-screen. Until 1.8 each '''[hide_unit]''' tag only hides one unit.&lt;br /&gt;
* [[StandardUnitFilter]]: All matching units will be hidden&lt;br /&gt;
&lt;br /&gt;
=== [unhide_unit] ===&lt;br /&gt;
Stops the currently hidden units from being hidden.&lt;br /&gt;
* [[StandardUnitFilter]]: Only the matching units will be unhidden&lt;br /&gt;
&lt;br /&gt;
=== [lock_view] ===&lt;br /&gt;
Locks gamemap view scrolling for human players, so they cannot scroll the gamemap view until it is unlocked. WML or Lua actions such as '''[scroll_to]''' will continue to work normally, as they ignore this restriction; the locked/unlocked state is preserved when saving the current game.&lt;br /&gt;
&lt;br /&gt;
This feature is generally intended to be used in cutscenes to prevent the player scrolling away from scripted actions.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|8}} This now also blocks the player from zooming the gamemap view. WML or Lua zoom will continue to work normally.&lt;br /&gt;
&lt;br /&gt;
=== [unlock_view] ===&lt;br /&gt;
Unlocks gamemap view scrolling for human players.&lt;br /&gt;
&lt;br /&gt;
=== [scroll] ===&lt;br /&gt;
Scroll a certain number of pixels in a given direction. Useful for earthquake/shaking effects.&lt;br /&gt;
* '''x''', '''y''': the number of pixels to scroll along the x and y axis&lt;br /&gt;
* '''side''': the side or sides for which this should happen. By default, the [scroll] happens for everyone.&lt;br /&gt;
* '''[filter_side]''': a [[StandardSideFilter]] to select the sides for which this should happen. By default, the [scroll] happens for everyone.&lt;br /&gt;
&lt;br /&gt;
=== [scroll_to] ===&lt;br /&gt;
Scroll to a given hex&lt;br /&gt;
* [[StandardLocationFilter]], do not use a [filter_location] sub-tag. If more than one location matches the filter, only the first matching location will be used.&lt;br /&gt;
* '''check_fogged''': whether to scroll even to locations covered in fog or shroud. Possible values ''yes'' (don't scroll to fog) and ''no'' (scroll even to fog), with ''no'' as the default.&lt;br /&gt;
* '''immediate''': whether to instantly warp to the target hex regardless of the scroll speed setting in Preferences (defaults to ''no'').&lt;br /&gt;
* '''highlight''': {{DevFeature1.13|5}} Whether to highlight the hex being scrolled to (defaults to ''no'').&lt;br /&gt;
* '''side''': the side or sides for which this should happen. By default, the [scroll_to] happens for everyone.&lt;br /&gt;
* '''[filter_side]''': a [[StandardSideFilter]] to select the sides for which this should happen. By default, the [scroll_to] happens for everyone.&lt;br /&gt;
&lt;br /&gt;
=== [scroll_to_unit] ===&lt;br /&gt;
Scroll to a given unit&lt;br /&gt;
* [[StandardUnitFilter]]&lt;br /&gt;
* '''check_fogged''': whether to scroll even to locations covered in fog or shroud. Possible values ''yes'' (don't scroll to fog) and ''no'' (scroll even to fog), with ''no'' as the default.&lt;br /&gt;
* '''immediate''': whether to instantly warp to the target hex regardless of the scroll speed setting in Preferences (defaults to ''no'').&lt;br /&gt;
* '''highlight''': {{DevFeature1.13|5}} Whether to highlight the hex the unit is on (defaults to ''no'').&lt;br /&gt;
* '''for_side''': the side or sides for which this should happen. By default, the [scroll_to_unit] happens for everyone.&lt;br /&gt;
* '''[for_side]''': a [[StandardSideFilter]] to select the sides for which this should happen. By default, the [scroll_to_unit] happens for everyone.&lt;br /&gt;
&lt;br /&gt;
=== [select_unit] ===&lt;br /&gt;
Selects a given unit.&lt;br /&gt;
* [[StandardUnitFilter]]: The first unit found will be selected.&lt;br /&gt;
* '''fire_event''': whether a ''select'' event should be triggered or not (def. ''no''). (Note that select events aren't multiplayer save.)&lt;br /&gt;
* '''highlight''': whether the unit's current hex should be highlighted (def. ''yes'').&lt;br /&gt;
&lt;br /&gt;
=== [sound]===&lt;br /&gt;
Plays a sound&lt;br /&gt;
* '''name''': the filename of the sound to play (in ''sounds/'' as .wav or .ogg). This can be a comma-separated list, from which one sound will be chosen randomly.&lt;br /&gt;
* '''repeat''': repeats the sound for a specified additional number of times (default=0)&lt;br /&gt;
&lt;br /&gt;
=== [sound_source] ===&lt;br /&gt;
Creates a sound source. &amp;quot;Sound sources&amp;quot; is a general name for a mechanism which makes possible for map elements to emit sounds according to some rules, where &amp;quot;map elements&amp;quot; can be specific locations or terrain types. For now, only sound sources tied to locations are supported.&lt;br /&gt;
* '''id''': a unique identification key of the sound source&lt;br /&gt;
* '''sounds''': a list of comma separated, randomly played sounds associated with the sound source&lt;br /&gt;
* '''delay''': a numerical value (in milliseconds) of the minimal delay between two playbacks of the source's sound if the source remains visible on the screen; if one scrolls out and back in, the source will be considered as ready to play&lt;br /&gt;
* '''chance''': a percentage (a value from 0 to 100) describing the chance of the source being activated every second after the delay has passed or when the source's location appears on the screen (note that it cannot play more than one file at the same time)&lt;br /&gt;
* '''check_fogged''': possible values ''yes'' and ''no'' - ''yes'' means the source will not play if its locations are fogged&lt;br /&gt;
* '''check_shrouded''': possible values ''yes'' and ''no'' - ''yes'' means the source will not play if its locations are shrouded&lt;br /&gt;
* '''x,y''': similar to x,y as found in a [[StandardLocationFilter]], these are the locations associated with the sound source&lt;br /&gt;
* '''fade_range''' (default = 3): distance in hexes that determines a &amp;quot;circular&amp;quot; area around the one specified by '''full_range''' where sound volume fades out linearly&lt;br /&gt;
* '''full_range''' (default = 14): distance in hexes that determines a &amp;quot;circular&amp;quot; area where source plays with full volume, relative to screen center&lt;br /&gt;
* '''loop''': number of times a sound sample should be looped if it stays visible. -1 means infinite (~65000)&lt;br /&gt;
&lt;br /&gt;
=== [story] ===&lt;br /&gt;
{{DevFeature1.13|8}}&lt;br /&gt;
&lt;br /&gt;
Shows the story screen.&lt;br /&gt;
* '''title''': Default title used if a part does not specify one — unlike the intro storyscreen, the scenario name is not used as a default title.&lt;br /&gt;
* '''[part]''': As [[IntroWML]].&lt;br /&gt;
&lt;br /&gt;
=== [remove_sound_source] ===&lt;br /&gt;
Removes a previously defined sound source.&lt;br /&gt;
* '''id''': the identification key of the sound source to remove&lt;br /&gt;
&lt;br /&gt;
=== [music]===&lt;br /&gt;
Switches to playing different music&lt;br /&gt;
* '''name''': the filename of the music to play (in ''music/'' as .ogg)&lt;br /&gt;
* see [[MusicListWML]] for the correct syntax&lt;br /&gt;
===[volume]===&lt;br /&gt;
Changes the game volume to a percent of the preferences volume for the game being played. Values can go from 0 to 100:  &lt;br /&gt;
* '''music''':  Changes the music volume.&lt;br /&gt;
* '''sound''':  Changes the sound volume.&lt;br /&gt;
=== [color_adjust]===&lt;br /&gt;
Tints the color of the screen.&lt;br /&gt;
* '''red''', '''green''', '''blue''': values from -255 to 255, the amount to tint by for each color&lt;br /&gt;
=== [delay] ===&lt;br /&gt;
Pauses the game.&lt;br /&gt;
* '''time''': the time to pause in milliseconds&lt;br /&gt;
* '''accelerate ''' (boolean yes|no, default no): {{DevFeature1.13|0}} whether the delay is affected by acceleration. When [delay] is used to make an animation, this should be set to yes so that your animation matches the ones generated by the game.&lt;br /&gt;
&lt;br /&gt;
=== [redraw] ===&lt;br /&gt;
Redraws the screen (this normally isn't done during events, although some of the other interface actions cause the screen or parts of it to be redrawn).&lt;br /&gt;
* '''clear_shroud''' (boolean yes|no, default no): If yes, clears fog and shroud around existing units. Useful if you, for example, spawn friendly units in the middle of an event and want the shroud to update accordingly (otherwise units that spawn inside fog would remain invisible for the duration of the event, since the fog would not automatically get cleared around them).&lt;br /&gt;
* '''[[StandardSideFilter]]''': the sides for which to recalculate fog and shroud.&lt;br /&gt;
* '''side''': If used (forces clear_shroud=yes), clears fog and shroud for that side.&lt;br /&gt;
&lt;br /&gt;
=== [unit_overlay] ===&lt;br /&gt;
Sets an image that will be drawn over a particular unit, and follow it around&lt;br /&gt;
* [[StandardUnitFilter]]: All matching units will get the overlay (do not use [filter])&lt;br /&gt;
* '''image''': the image to place on the unit&lt;br /&gt;
&lt;br /&gt;
=== [remove_unit_overlay] ===&lt;br /&gt;
Removes a particular overlayed image from a unit&lt;br /&gt;
* [[StandardUnitFilter]]: The overlay will get removed from all matching units (do not use [filter])&lt;br /&gt;
* '''image''': the image to remove from the unit&lt;br /&gt;
Using remove_object is also possible, see https://github.com/wesnoth/wesnoth/commit/26c2f941f2bcdd89528481e114c0375ad2a46271&lt;br /&gt;
&lt;br /&gt;
=== [animate_unit] ===&lt;br /&gt;
Uses an animation of a unit to animate it on screen (if the unit has the corresponding animation).&lt;br /&gt;
* '''flag''': The key to find the custom animation in the unit description (see the '''[extra_anim]''' description in [[AnimationWML]]). Standard animations can be triggered with the following keywords: ''leading recruited standing idling levelout levelin healing healed poisoned movement defend attack death victory pre_teleport post_teleport''&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument, see [[FilterWML]]. By default, the unit at the event location will be animated. You can use this tag to choose any other unit to animate.&lt;br /&gt;
* '''[primary_attack]''': If this tag is not present, the filter for animation will be triggered with no attack. If it is here, all attacks from the unit will be filtered, and a matching one will be used to filter the animation. Takes a weapon filter as argument, see [[FilterWML]].&lt;br /&gt;
* '''[secondary_attack]''': Similar to '''[primary_attack]'''. May be needed to trigger a defense animation correctly, if there are more than one animations available for the defending unit.&lt;br /&gt;
* '''hits''': yes/no/hit/miss/kill: which according variation of a attack/defense animation shall be chosen (required)&lt;br /&gt;
* '''text''': a text to hover during the animation &lt;br /&gt;
* '''male_text''', '''female_text''': {{DevFeature1.13|2}} (translatable) gender-specific versions of the above&lt;br /&gt;
* '''red''': red value for the text color (0-255)&lt;br /&gt;
* '''green''': green value for the text color&lt;br /&gt;
* '''blue''': blue value for the text color&lt;br /&gt;
* '''with_bars''': yes/no: whether to display the status bars during the animation (e.g. the hitpoint bar)&lt;br /&gt;
* '''[animate]''': a sub block with the same syntax as '''[animate_unit]''' except that the '''[filter]''' block is mandatory to find the unit. This block will find and animate another unit simultaneously.&lt;br /&gt;
* '''[facing]''': a [[StandardLocationFilter]] specifying what direction the unit should be facing when animated&lt;br /&gt;
&lt;br /&gt;
=== [label] ===&lt;br /&gt;
Places a label on the map.&lt;br /&gt;
* '''x''', '''y''': the location of the label. {{DevFeature1.13|1}} (only for [event][label]: full [[StandardLocationFilter|SLF]] support)&lt;br /&gt;
* '''text''': what the label should say&lt;br /&gt;
* '''team_name''': if specified, the label will only be visible to the given team.&lt;br /&gt;
* '''color''': color of the label. The format is r,g,b; r, g and b are numbers between 0 and 255.&lt;br /&gt;
* '''visible_in_fog''': whether the label should be visible through fog or not. Default yes.&lt;br /&gt;
* '''visible_in_shroud''': whether the label should be visible through shroud or not. Default no.&lt;br /&gt;
* '''immutable''': whether this label is protected from being removed or changed by players. Default yes.&lt;br /&gt;
* '''category''': the Show/Hide Labels dialog allows showing/hiding all labels of a given category by toggling a checkbox.&lt;br /&gt;
* '''tooltip''': A tooltip visible when mouseovering the hex the label is on&lt;br /&gt;
* '''side''': the number of the side that placed the label. Can be 0 for labels placed by WML.&lt;br /&gt;
&lt;br /&gt;
=== [floating_text]===&lt;br /&gt;
Floats text (similar to the damage and healing numbers) on the given locations.&lt;br /&gt;
* [[StandardLocationFilter]]: the text will be floated on all matching locations simultaneously.&lt;br /&gt;
* '''text''': the text to display.&lt;br /&gt;
&lt;br /&gt;
The default text color is &amp;lt;span style=&amp;quot;color: #6b8cff;&amp;quot;&amp;gt;'''#6b8cff'''&amp;lt;/span&amp;gt;. To change the color, use [[#Formatting|Pango markup]]. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Float some golden yellow text at 20,20.&lt;br /&gt;
[floating_text]&lt;br /&gt;
   x,y=20,20&lt;br /&gt;
   text=&amp;quot;&amp;lt;span color='#cccc33'&amp;gt;&amp;quot; + _ &amp;quot;Your text here&amp;quot; + &amp;quot;&amp;lt;/span&amp;gt;&amp;quot;&lt;br /&gt;
[/floating_text]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [deprecated_message] ===&lt;br /&gt;
Shows a deprecated message in the message area, this feature is only intended to be used to warn about deprecated macros in mainline. The message is not translatable.&lt;br /&gt;
* '''message''': the message to show.&lt;br /&gt;
* '''level''': {{DevFeature1.13|10}} The deprecation level, a number from 1 to 3.&lt;br /&gt;
* '''what''': {{DevFeature1.13|10}} The name of the thing being deprecated. Use this instead of '''message''' if possible; a stock message will be generated from it. Use '''message''' only if more information is required; it will be appended to the stock message. This should not be translatable&lt;br /&gt;
* '''version''': {{DevFeature1.13|10}} For deprecation levels 2 and 3, this indicates the version in which the feature could be removed. It does ''not'' indicate the version in which it became deprecated. &lt;br /&gt;
&lt;br /&gt;
The meanings of the deprecation levels are as follows:&lt;br /&gt;
&lt;br /&gt;
# Deprecated, but will only be removed if absolutely necessary. The '''version''' key is ignored.&lt;br /&gt;
# It will be removed no earlier than a specified version.&lt;br /&gt;
# It will be removed in the next stable version&lt;br /&gt;
# It has already been removed, leaving just a stub to inform users of how to update their code.&lt;br /&gt;
&lt;br /&gt;
Note that as of 1.13.11, deprecation messages show only in the log, not in the chat message area. The '''message''' can be translatable, but does not need to be.&lt;br /&gt;
&lt;br /&gt;
=== [wml_message] ===&lt;br /&gt;
Outputs a message to Wesnoth's console output. Intended for campaign designers to output silent text to the console, without annoying the player; then, that text might contain information useful for later bug-reporting. The log domain for it is '''wml''', and the '''debug/dbg''' log level is available for use with the '''logger''' attribute. Depending on the current log level ('''error''' by default), which may be changed with the in-game :log command, or the --log-&amp;lt;level&amp;gt;=wml command line switch, the messages are echoed to the in-game chat.&lt;br /&gt;
* '''message''': the message to show.&lt;br /&gt;
* '''logger''': the Wesnoth engine output logger that should catch the text; this might be 'err' (the errors log level), 'warn'/'wrn' (the warnings log level) or anything else (the information log level). Not all information will be displayed depending on the log level chosen when starting Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Note: As of 1.9.4/1.9.5 (r48805) the following &amp;quot;loggers&amp;quot; should work: If in [wml_message]: err/error, warn/wrn/warning, debug/dbg; using the :log command: Only the long forms error, warning, info and debug (this part gathered by trying rather than source inspecting). The long forms are most likely also the only ones working when starting wesnoth with --log-&amp;lt;level&amp;gt;=wml.&lt;br /&gt;
For log level warning or error (as during normal play), only wml_messages with logger error or warning display (for both). With logger info or debug, additionally wml_messages with logger info or debug display (for both).&lt;br /&gt;
&lt;br /&gt;
=== [test_condition] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
Evaluates the contained conditional tags. If they evaluate to the expected value, it prints out a message to the console explaining which part of the condition caused this result in a way similar to [wml_message]. This can be used if your conditional test is failing and you're not sure why.&lt;br /&gt;
&lt;br /&gt;
* '''result''': Whether you expect the conditions to fail or succeed. If no (the default), a message will be printed if the conditional tags fail. If yes, a message will instead be printed if the conditional tags pass.&lt;br /&gt;
* '''logger''': Same as for [wml_message]. Defaults to &amp;quot;warning&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [open_help] ===&lt;br /&gt;
Opens the in-game help.&lt;br /&gt;
* '''topic''': the id of the topic to open&lt;br /&gt;
=== [show_objectives] ===&lt;br /&gt;
refreshes the objectives defined by [objectives] and its [show_if] tags, and displays them. (It is also called whenever the user explicitly asks for the objectives; this matters only if the tag was overridden by a [[LuaWML#register_wml_action|Lua]] script.)&lt;br /&gt;
* '''side''': the side to show the objectives. If not set, all sides are used.&lt;br /&gt;
* '''[[StandardSideFilter]]''' tags and keys: Tag affects the matching sides instead of just all or the one given by the integer value of the side= key.&lt;br /&gt;
&lt;br /&gt;
=== [chat] ===&lt;br /&gt;
Displays a message in the chat area, not visible for observers. Alternative unconditionally visible for everyone: [[LuaWML:Display#wesnoth.message]]. {{DevFeature1.13|9}} can be visible for observers.&lt;br /&gt;
* '''speaker''': (default=&amp;quot;WML&amp;quot;) A string for the name of the sender of the message.&lt;br /&gt;
* '''message''': The message that should be displayed.&lt;br /&gt;
* '''observable''' (boolean yes|no, default yes): {{DevFeature1.13|9}} Whether the message is displayed for observers.&lt;br /&gt;
* '''[[StandardSideFilter]]''' tags and keys as argument; if the same client controls multiple sides that match, then the message will only be displayed once.&lt;br /&gt;
&lt;br /&gt;
=== [zoom] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|8}}&lt;br /&gt;
&lt;br /&gt;
Changes the zoom level of the map.&lt;br /&gt;
&lt;br /&gt;
* '''factor''': The new zoom factor&lt;br /&gt;
* '''relative''': If yes, zoom relative to current zoom level. Otherwise, set the absolute zoom level. Default no.&lt;br /&gt;
&lt;br /&gt;
== Useful Macros ==&lt;br /&gt;
There are some predefined macros that you find useful for interface actions. You can find a complete list along with a detailed explanation of how they work [http://www.wesnoth.org/macro-reference.xhtml here].&lt;br /&gt;
* '''{HIGHLIGHT_UNIT}''' Highlight a unit on the map. Use this to show important units&lt;br /&gt;
* '''{HIGHLIGHT_IMAGE}''' Places and highlights an image on the map. Use this to show important items or locations&lt;br /&gt;
* '''{SET_IMAGE}''' Places an image on the map which has no other function.&lt;br /&gt;
* '''{QUAKE &amp;lt;soundfile&amp;gt;}''' Creates a tremor-like screenshake and plays &amp;lt;soundfile&amp;gt;. For example, '''{QUAKE (rumble.ogg)}'''.&lt;br /&gt;
* '''{FLASH_WHITE}''' Flash the screen white momentarily. You can also replace WHITE with RED, BLUE or GREEN for a different colour.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>Mathemagician</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wesnoth_AI&amp;diff=65225</id>
		<title>Wesnoth AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wesnoth_AI&amp;diff=65225"/>
		<updated>2019-12-19T01:33:39Z</updated>

		<summary type="html">&lt;p&gt;Mathemagician: /* Available AI Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction to the Wesnoth AIs==&lt;br /&gt;
&lt;br /&gt;
Wesnoth provides an artificial intelligence (AI) which is active by default for all computer-controlled sides, as well as several optional AIs.  These AIs are highly configurable and can be included and/or customized by scenario and map creators using simple WML code.  For AI developers, it is also possible to replace parts or all of the default AI with custom code.&lt;br /&gt;
&lt;br /&gt;
This page provides a brief summary of the available AIs and of the methods, tools and resources available for using and modifying them.  Links are provided to detailed documentation on each of the topics.  For reference, we also provide a brief timeline describing some of the main development milestones of the Wesnoth AIs.&lt;br /&gt;
&lt;br /&gt;
== Available AIs ==&lt;br /&gt;
&lt;br /&gt;
This section briefly lists the different AIs available in Wesnoth.  Click on the links provided here and in the resources section below for detailed descriptions of the AIs and for instructions for using and customizing them.&lt;br /&gt;
&lt;br /&gt;
=== AIs Available to Scenario and Map Designers ===&lt;br /&gt;
&lt;br /&gt;
Wesnoth comes with several built-in AIs from which scenario and map designers can choose:&lt;br /&gt;
&lt;br /&gt;
* '''[[RCA_AI|Default (RCA) AI]]''': If no special instructions are given, this AI is used automatically for all computer-controlled sides with no setup needed.  It can be customized in many different ways.&lt;br /&gt;
* The '''[[Experimental AI]]''' adds additional features to the RCA AI.  {{DevFeature1.15|3}} Most of the actions of the Experimental AI have been merged into the default AI. The Experimental AI is therefore currently only available in debug mode in the MP computer player selection menu, as it is almost the same as the default AI. This may change in the future if new features are added.&lt;br /&gt;
* '''[[Micro AIs]]''' add specialized behavior to Wesnoth that cannot be achieved with the default AI.  There is a large number of available Micro AIs and they can be set up using just a few lines of simple WML code.&lt;br /&gt;
* '''[[Creating Custom AIs|Custom AIs]]''':  In addition to these AIs, Wesnoth provides a large variety of options for writing your own AI code.&lt;br /&gt;
&lt;br /&gt;
=== AIs Available in the Multiplayer Setup Menu ===&lt;br /&gt;
&lt;br /&gt;
Several AIs are available to be chosen for computer players in the multiplayer setup menu:&lt;br /&gt;
&lt;br /&gt;
* '''[[RCA_AI|Default AI (RCA)]]''': This is the same AI as listed above.&lt;br /&gt;
* '''[[Experimental_AI]]''': Again, the same AI as described above.&lt;br /&gt;
* Debug Mode '''Dev AIs''': If Wesnoth is in debug mode, several additional AIs are available in the menu.  For the most part, these are not meant as complete stand-alone AIs, or as AIs that are significantly different from the default AI, but rather as examples that can be used for development purposes.  {{DevFeature1.13|5}} The list of AIs has been cleaned up.  Only working and (somewhat) meaningful AIs remain.&lt;br /&gt;
* '''[[Creating Custom AIs|Custom AIs]]''':  Just as it is possible to include custom AIs in the scenario code, they can also be provided for selection from the MP setup menu.  These can be written either for specific scenarios/maps or so that they are available for all maps.&lt;br /&gt;
&lt;br /&gt;
== Available AI Tools ==&lt;br /&gt;
&lt;br /&gt;
The default AI is written in C++ and therefore difficult to modify directly.  However, it is a [[Wesnoth_AI_Framework#Wesnoth_AI_Framework:_A_Composite_AI|composite AI]] assembled from individual components which can be customized and modified in both WML and [[LuaWML|Lua]].  Documentation on the available AI tools can be found at:&lt;br /&gt;
&lt;br /&gt;
* [[AiWML]]: Customizing the default AI using WML&lt;br /&gt;
* [[Modifying AI Components]]: More complex customization tasks and mid-scenario changes&lt;br /&gt;
* [[Wesnoth AI Framework]]: Description of Wesnoth's composite AI configuration&lt;br /&gt;
* [[Creating Custom AIs]]: Instructions for writing your own AI components&lt;br /&gt;
* [[LuaAI|Lua AI]]: Recommended method for writing custom AIs&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Wesnoth has its own internal language called 'Formula' which can also be used for AI development.  It is, however, not maintained any more and has by now been surpassed by Lua in ease of use in most cases.  We therefore do not recommend using it any more, but links to the legacy documentation are still provided in the resources section below. &lt;br /&gt;
* A Python API for AI development also existed for a while.  It was removed for security reasons.&lt;br /&gt;
&lt;br /&gt;
== List of Wesnoth AI Resources ==&lt;br /&gt;
&lt;br /&gt;
===AI Resources for Scenario and Map Creators===&lt;br /&gt;
&lt;br /&gt;
* [[RCA AI]]: Description of Wesnoth's default AI, with the following additional documentation:&lt;br /&gt;
** [[AiWML]]: Customizing the default AI using WML&lt;br /&gt;
** [[AI Recruitment]]: Customizing the recruitment of the default AI&lt;br /&gt;
** [[Modifying AI Components]]: Instructions for some of the more complex customization tasks&lt;br /&gt;
* [[Experimental AI]]: Experimental augmented version of the default AI with additional features&lt;br /&gt;
* [[Micro AIs]]: Additional specialized AI behavior that cannot be achieved with the default AI&lt;br /&gt;
&lt;br /&gt;
===Resources for AI Coders===&lt;br /&gt;
&lt;br /&gt;
* [[Wesnoth AI Framework]]: General principles of the inner workings of the Wesnoth AI mechanism&lt;br /&gt;
* [[Creating Custom AIs]]: Instructions for doing just that&lt;br /&gt;
* [[LuaAI|Lua AI]]: Recommended method for writing custom AIs&lt;br /&gt;
&lt;br /&gt;
==== Legacy Resources for AI Coders====&lt;br /&gt;
&lt;br /&gt;
* [[Lua AI Legacy Methods Howto]]: Old methods for writing custom AIs using Lua AI&lt;br /&gt;
* [[FormulaAI|Formula AI]]: Another language for writing custom AIs&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Other Resources===&lt;br /&gt;
&lt;br /&gt;
The following resources are not generally needed for understanding, using and modifying Wesnoth AIs, but they might nevertheless contain some useful bits of information for the interested reader.&lt;br /&gt;
&lt;br /&gt;
* [[AI Arena]]&lt;br /&gt;
* [[Machine Learning Recruiter]]&lt;br /&gt;
* [[WhyWritingAWesnothAIIsHard|Why Writing A Wesnoth AI Is Hard]]&lt;br /&gt;
* [[WritingYourOwnAI|Writing Your Own AI]]&lt;br /&gt;
&lt;br /&gt;
Finally, the link to the AI Category at the bottom of this page includes links to all the remaining AI-related pages.&lt;br /&gt;
&lt;br /&gt;
==A Very Brief History of Wesnoth AIs==&lt;br /&gt;
&lt;br /&gt;
While the general principle of the Wesnoth AI has been relatively stable throughout its development, the AI implementation has seen dramatic changes.  That said, basic scenario creator tasks such as [[AiWML|modifying AI parameters in WML]] are usually not changed much in order to keep backward compatibility.  On the other hand, the steps needed to write, for example,  [[Creating_Custom_AIs#Creating_Custom_Candidate_Actions|custom candidate actions]] and bind them into the existing AI framework have definitely evolved significantly from Wesnoth 1.8 to 1.10 to 1.12.&lt;br /&gt;
&lt;br /&gt;
It is not possible to capture all these changes on the Wesnoth AI wiki pages due to the complexity of the topic.  They generally only refer to the latest stable release series and the current development release series.  If, for some reason, you need to do AI work with an earlier version of Wesnoth, we still provide some of the legacy documentation, but you might also have to check out the history of the wiki pages.  Another way to go about it is by checking out examples of how things are done in mainline or add-ons of the respective release series.  In general, however, we ''strongly'' recommend using the latest Wesnoth versions, as modifying AI behavior has become ''a lot'' simpler than it used to be.&lt;br /&gt;
&lt;br /&gt;
For reference, here is a list of some of the major milestones of the AI development:&lt;br /&gt;
&lt;br /&gt;
* Up to '''Wesnoth 1.6''':&lt;br /&gt;
** The default AI of Wesnoth is, in fact, called ''Default AI'', with &amp;lt;code&amp;gt;id=default_ai&amp;lt;/code&amp;gt; in the configuration.&lt;br /&gt;
* '''Wesnoth 1.1/1.2''':&lt;br /&gt;
** A Python API for AI development is introduced.  This was later removed for security reasons.&lt;br /&gt;
* '''Wesnoth 1.5/1.6''':&lt;br /&gt;
** [[FormulaAI|Formula AI]] is introduced.&lt;br /&gt;
* '''Wesnoth 1.7/1.8''':&lt;br /&gt;
** [[Wesnoth_AI_Framework|Composite AI framework]] is introduced, with the default AI functionality ported to this framework in the form of the [[RCA AI]].&lt;br /&gt;
** The [[RCA AI]] becomes the default.&lt;br /&gt;
** [[LuaAI|Lua AI]] is introduced.&lt;br /&gt;
* '''Wesnoth 1.11/1.12''':&lt;br /&gt;
** Introduction of the [[Micro AIs]]&lt;br /&gt;
** External Lua candidate actions become fully usable.  They are now the recommended method for [[Creating_Custom_AIs|creating custom AIs]]&lt;br /&gt;
* '''Wesnoth 1.15/1.16''':&lt;br /&gt;
** Merging of most of the previous [[Experimental_AI]] candidate actions into the [[RCA AI]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Mathemagician</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MultiplayerContent&amp;diff=27987</id>
		<title>MultiplayerContent</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MultiplayerContent&amp;diff=27987"/>
		<updated>2009-01-16T23:54:43Z</updated>

		<summary type="html">&lt;p&gt;Mathemagician: Merged two sections, changed header levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Multiplayer campaigns are working again in versions 1.3.5+''', they are broken in both stable and development versions of Wesnoth prior to 1.x.5. Check the [http://www.wesnoth.org/forum/viewtopic.php?t=11349 forums] for more information.&lt;br /&gt;
&lt;br /&gt;
= Building multiplayer campaigns =&lt;br /&gt;
&lt;br /&gt;
Both the stable and development versions of wesnoth have basic support for campaigns that can be played in multiplayer mode, with your friends, or even with an AI.  There will still be some things that don't work as expected as multiplayer campaigns are an area for exploration. While you can and should test your work in hotseat mode, there are a number of things that might behave differently under real network conditions (mostly affecting scenario and side parameters). Keep this in mind and make sure to test your campaign over the net, too.&lt;br /&gt;
This page only documents the differences between writing multiplayer campaigns and single player campaigns, so you might want to read up on [[BuildingCampaigns]] and [[BuildingMultiplayer]] first.&lt;br /&gt;
&lt;br /&gt;
== The campaign file ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer campaigns do not use the [campaign] tag. As a result of this, multiplayer campaigns only support one difficulty level, though you could support more with enough WML, if you're feeling ambitious. The &amp;quot;campaign file&amp;quot; should look something like this:&lt;br /&gt;
&lt;br /&gt;
 #ifdef MULTIPLAYER&lt;br /&gt;
 {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 &lt;br /&gt;
 #Only needed if you have custom units&lt;br /&gt;
 [+units]&lt;br /&gt;
     {@campaigns/My_Campaign/units}&lt;br /&gt;
 [/units]&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
Anything that you would normally put in the campaign tag now goes into the first scenario, if it's supported there. The order of scenarios is determined by next_scenario tags, just like in single player.&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
A scenario in a multiplayer campaign is almost identical to a scenario in a single player campaign. You only need to change the following:&lt;br /&gt;
&lt;br /&gt;
* The [scenario] tag should be replaced with a [multiplayer] tag.&lt;br /&gt;
* The '''next_scenario''' key points to the id of the next scenario.&lt;br /&gt;
* Every scenario after the first should have '''allow_new_game=no''' inside the [multiplayer] tag. This will prevent it from showing up in the map selection menu. &lt;br /&gt;
* Each human-controlled side needs to have a '''controller=human''' key defined in their [side] tag to work in network mode.&lt;br /&gt;
* Each human-controlled side also needs to have a '''save_id''' defined inside their [side] tag. Each side's save_id should be unique, and it should be the same in every scenario. Without this, your recall lists and leaders will not carry over from one scenario to the next.&lt;br /&gt;
* Each human-controlled side has to have a leader '''type=''' definition in every scenario except the first one . It doesn't matter which type you choose cause the type set here gets replaced by the actual leader in the recall list. &lt;br /&gt;
* Each AI-controlled side should have '''allow_player=no''' in their [side] tag.&lt;br /&gt;
* The [story] tag will only display for the first player (or maybe it's the host player). You'll have to use [message] tags in the start event if you want everyone to read the story.&lt;br /&gt;
* If you have a file containing macros, it must be referenced by every scenario, since there is no proper campaign file to include it from.&lt;br /&gt;
&lt;br /&gt;
== The first scenario ==&lt;br /&gt;
&lt;br /&gt;
The first scenario might need some extra work, because the settings from the multiplayer dialog will override the settings in the scenario. However, most of the multiplayer settings can be overridden in the prestart event.&lt;br /&gt;
&lt;br /&gt;
Use a macro like this to force a side to have a particular type of leader.&lt;br /&gt;
 #define MP_SIDE SIDENO TYPE DESC&lt;br /&gt;
         [store_unit]&lt;br /&gt;
         variable=oldunit&lt;br /&gt;
         kill=yes&lt;br /&gt;
                 [filter]&lt;br /&gt;
                 side={SIDENO}&lt;br /&gt;
                 [/filter]&lt;br /&gt;
         [/store_unit]&lt;br /&gt;
 &lt;br /&gt;
         [unit]&lt;br /&gt;
         type={TYPE}&lt;br /&gt;
         description={DESC}&lt;br /&gt;
         unrenameable=yes&lt;br /&gt;
         side={SIDENO}&lt;br /&gt;
         x,y=$oldunit.x,$oldunit.y&lt;br /&gt;
         canrecruit=yes&lt;br /&gt;
         [/unit]&lt;br /&gt;
 &lt;br /&gt;
         [clear_variable]&lt;br /&gt;
         name=oldunit&lt;br /&gt;
         [/clear_variable]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
Other useful tags include [set_recruit], [modify_side], [modify_turns] and [remove_shroud]. There is currently no way to remove fog. You might also want to use ''experience_modifier=100'' in the [multiplayer] tag.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=11349 Multiplayer Campaigns HOWTO forum post]&lt;br /&gt;
* [[BuildingScenarios]]&lt;br /&gt;
* [[BuildingMultiplayer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Mathemagician</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingCampaignsTheCampaignFile&amp;diff=27949</id>
		<title>BuildingCampaignsTheCampaignFile</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingCampaignsTheCampaignFile&amp;diff=27949"/>
		<updated>2009-01-15T03:19:02Z</updated>

		<summary type="html">&lt;p&gt;Mathemagician: Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each campaign must contain a WML file which contains a [campaign] tag. In order for the campaign to be translatable, it must also contain a [textdomain] tag, which should precede the [campaign] tag.&lt;br /&gt;
&lt;br /&gt;
This file contains the information the game needs to find the rest of the bits of your campaign scattered in other files and put them together to have a playable campaign.  Much information about this file can be found in the [[CampaignWML]] entry.  What follows is a description of each line of the campaign file and an explanation of what it does.&lt;br /&gt;
&lt;br /&gt;
For our purposes I'll assume we've already created a campaign called simple_campaign with the directory structure outlined in [[BuildingCampaignsDirectoryStructure]].&lt;br /&gt;
&lt;br /&gt;
The first line of the campaign file is the [textdomain] WML tag, which specifies where the game should look for translations to the strings in the campaign. The textdomain tag specifies a name for the textdomain, which is what is used in the [campaign] tag, and in f ex campaign scenarios to connect the strings with translations. The textdomain should be unique, and start with 'wesnoth-', to ensure that it does not conflict with other textdomains that might be specified on a given system. &lt;br /&gt;
The textdomain also specifies a path to the directory where the compiled translation files will be stored. This should be a file inside the campaign directory.&lt;br /&gt;
&lt;br /&gt;
Ex.&lt;br /&gt;
     [textdomain]&lt;br /&gt;
          name=&amp;quot;wesnoth-Simple_Campaign&amp;quot;&lt;br /&gt;
          path=&amp;quot;data/campaigns/simple_campaign/translations&amp;quot;&lt;br /&gt;
     [/textdomain]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then follows the [campaign] WML tag that lets the game know this is a campaign:&lt;br /&gt;
&lt;br /&gt;
     [campaign]&lt;br /&gt;
&lt;br /&gt;
First associate the campaign with the textdomain you have just defined:&lt;br /&gt;
     #textdomain wesnoth-Simple_Campaign&lt;br /&gt;
&lt;br /&gt;
The next group of lines uniquely identifies the campaign:&lt;br /&gt;
&lt;br /&gt;
     name= _ &amp;quot;A Simple Campaign&amp;quot;&lt;br /&gt;
     abbrev=ASC&lt;br /&gt;
     define=CAMPAIGN_SIMPLE_CAMPAIGN&lt;br /&gt;
&lt;br /&gt;
[In earlier version, there was also ''id'' which was a unique identifier used for translation, but now has no effect.]&lt;br /&gt;
&lt;br /&gt;
''name'' is the name of your campaign that the user will see.  It must be in quotation marks and be preceded by an underscore to facilitate translation.  &lt;br /&gt;
''abbrev'' defines a campaign abbreviation that will be used as a prefix for the names of save files from that campaign (in 1.3.12 and later). ''define'' creates a key that lets the game know when a user has selected to play a scenario from your campaign.  More on it in a bit.  If you are missing the ''name'' or ''define'' keys of these your campaign will not work correctly; ''abbrev'' is optional but recommended.  &lt;br /&gt;
&lt;br /&gt;
The next group gives the user information about your campaign when he selects it from the campaign menu:&lt;br /&gt;
&lt;br /&gt;
     icon=a_wesnoth_icon.png&lt;br /&gt;
     image= simple_campaign_logo.png&lt;br /&gt;
     description= _ &amp;quot;Some text about my campaign!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''icon'' is a reference to any of the standard Wesnoth images.  It will be displayed in the campaign selection menu. When appropriate, it should use [[ImagePathFunctionWML]] to give the icon a team color instead of magenta. ''image'' is an image that will be displayed when a user clicks on the campaign.  ''description'' is a text description that will be shown to the user at the same time as ''image''.  Note that none of these three are strictly necessary, but they do make your campaign look nice and professional.&lt;br /&gt;
&lt;br /&gt;
     difficulties=EASY,NORMAL,HARD&lt;br /&gt;
     difficulty_descriptions={MENU_IMG_TXT2 *&amp;amp;units/human-loyalists/peasant.png~TC(1,magenta) _&amp;quot;Civilian&amp;quot; _&amp;quot;(trivial)&amp;quot;} +&lt;br /&gt;
     &amp;quot;;&amp;quot; + {MENU_IMG_TXT2 units/human-loyalists/spearman.png~TC(1,magenta) _&amp;quot;Soldier&amp;quot; _&amp;quot;(simple)&amp;quot;} +&lt;br /&gt;
     &amp;quot;;&amp;quot; + {MENU_IMG_TXT2 units/human-loyalists/pikeman.png~TC(1,magenta) _&amp;quot;Veteran&amp;quot; _&amp;quot;(easy)&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
''difficulties'' creates three definitions for three different difficulty levels.  For more information on difficulty levels and balancing see [[http://catb.org/~esr/wesnoth/campaign-design-howto.html Campaign Design HOWTO]].&lt;br /&gt;
&lt;br /&gt;
     first_scenario=the_first_scenario&lt;br /&gt;
&lt;br /&gt;
''first_scenario'' is a reference to the scenario ''id'' of the scenario that you intend to be loaded and played first.&lt;br /&gt;
This line is essential.  Note that while　you are debugging and testing your campaign, it's often useful to change this line to the scenario you're working on so　you don't have to play through all&lt;br /&gt;
the scenarios that come before it.  (You could also just play through your campaign saving at each level.)&lt;br /&gt;
&lt;br /&gt;
     [/campaign]&lt;br /&gt;
&lt;br /&gt;
That's all that needs to be in the [campaign] tag, so we can close it here.&lt;br /&gt;
&lt;br /&gt;
There's more we want to do, though:  we've　got to tell Wesnoth where our various&lt;br /&gt;
additional files are located (i.e. our maps, scenarios, units, images, and sounds).&lt;br /&gt;
&lt;br /&gt;
You should put everything not in the [campaign] tag inside&lt;br /&gt;
  #ifdef CAMPAIGN_SIMPLE_CAMPAIGN&lt;br /&gt;
  ...&lt;br /&gt;
  #endif&lt;br /&gt;
so that your custom macros, WML code, and inclusion of files do not affect other campaigns and slow the game down.  The only exception to this is the [binary_path] tag specifying the path to custom images in your campaign, but you should only put this outside the #ifdef if you need custom images for the campaign selection menu and the difficulty selection menu.  Otherwise even this belongs inside the #ifdef.&lt;br /&gt;
&lt;br /&gt;
A fairly minimal #ifdef section might just contain a link to your scenarios.&lt;br /&gt;
&lt;br /&gt;
 #ifdef CAMPAIGN_SIMPLE_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
 {@campaigns/simple_campaign/scenarios}&lt;br /&gt;
 &lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
The {@campaigns/simple_campaign/scenarios} line just looks in your campaign's &amp;quot;scenarios&amp;quot; directory and parses any .cfg files it finds there (see [[BuildingScenarios]] for information on making your scenario files). If you have any other .cfg files (macros, custom terrains, etc.), you can link them in a similar way. If you want to use custom units however, you will have to link them from inside a [+units] tag (using the &amp;quot;+&amp;quot; adds them to wesnoth's stored units - this is important) like so:&lt;br /&gt;
&lt;br /&gt;
 [+units]&lt;br /&gt;
 {@campaigns/simple_campaign/units}&lt;br /&gt;
 [/units]&lt;br /&gt;
&lt;br /&gt;
== Next: ==&lt;br /&gt;
* [[BuildingCampaignsThePBLFile]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[BuildingCampaignsDirectoryStructure]]&lt;br /&gt;
* [[BuildingCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Mathemagician</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MultiplayerContent&amp;diff=27947</id>
		<title>MultiplayerContent</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MultiplayerContent&amp;diff=27947"/>
		<updated>2009-01-15T02:12:34Z</updated>

		<summary type="html">&lt;p&gt;Mathemagician: Fixed out of date info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Multiplayer campaigns are working again in versions 1.3.5+''', they are broken in both stable and development versions of Wesnoth prior to 1.x.5. Check the [http://www.wesnoth.org/forum/viewtopic.php?t=11349 forums] for more information.&lt;br /&gt;
&lt;br /&gt;
== Building multiplayer campaigns ==&lt;br /&gt;
&lt;br /&gt;
Both the stable and development versions of wesnoth have basic support for campaigns that can be played in multiplayer mode, with your friends, or even with an AI.  There will still be some things that don't work as expected as multiplayer campaigns are an area for exploration. While you can and should test your work in hotseat mode, there are a number of things that might behave differently under real network conditions (mostly affecting scenario and side parameters). Keep this in mind and make sure to test your campaign over the net, too.&lt;br /&gt;
This page only documents the differences between writing multiplayer campaigns and single player campaigns, so you might want to read up on [[BuildingCampaigns]] and [[BuildingMultiplayer]] first.&lt;br /&gt;
&lt;br /&gt;
=== The campaign file ===&lt;br /&gt;
&lt;br /&gt;
Multiplayer campaigns do not use the [campaign] tag. As a result of this, multiplayer campaigns only support one difficulty level, though you could support more with enough WML, if you're feeling ambitious. The &amp;quot;campaign file&amp;quot; should look something like this:&lt;br /&gt;
&lt;br /&gt;
 #ifdef MULTIPLAYER&lt;br /&gt;
 {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
Anything that you would normally put in the campaign tag now goes into the first scenario, if it's supported there. The order of scenarios is determined by next_scenario tags, just like in single player.&lt;br /&gt;
&lt;br /&gt;
=== Scenarios ===&lt;br /&gt;
&lt;br /&gt;
A scenario in a multiplayer campaign is almost identical to a scenario in a single player campaign. You only need to change the following:&lt;br /&gt;
&lt;br /&gt;
* The [scenario] tag should be replaced with a [multiplayer] tag.&lt;br /&gt;
* The '''next_scenario''' key points to the id of the next scenario.&lt;br /&gt;
* Every scenario after the first should have '''allow_new_game=no''' inside the [multiplayer] tag. This will prevent it from showing up in the map selection menu. &lt;br /&gt;
* Each human-controlled side needs to have a '''controller=human''' key defined in their [side] tag to work in network mode.&lt;br /&gt;
* Each human-controlled side also needs to have a '''save_id''' defined inside their [side] tag. Each side's save_id should be unique, and it should be the same in every scenario. Without this, your recall lists and leaders will not carry over from one scenario to the next.&lt;br /&gt;
* Each human-controlled side has to have a leader '''type=''' definition in every scenario except the first one . It doesn't matter which type you choose cause the type set here gets replaced by the actual leader in the recall list. &lt;br /&gt;
* Each AI-controlled side should have '''allow_player=no''' in their [side] tag.&lt;br /&gt;
* The [story] tag will only display for the first player (or maybe it's the host player). You'll have to use [message] tags in the start event if you want everyone to read the story.&lt;br /&gt;
* If you have a file containing macros, it must be referenced by every scenario, since there is no proper campaign file to include it from.&lt;br /&gt;
&lt;br /&gt;
=== The first scenario ===&lt;br /&gt;
&lt;br /&gt;
The first scenario might need some extra work, because the settings from the multiplayer dialog will override the settings in the scenario. However, most of the multiplayer settings can be overridden in the prestart event.&lt;br /&gt;
&lt;br /&gt;
Use a macro like this to force a side to have a particular type of leader.&lt;br /&gt;
 #define MP_SIDE SIDENO TYPE DESC&lt;br /&gt;
         [store_unit]&lt;br /&gt;
         variable=oldunit&lt;br /&gt;
         kill=yes&lt;br /&gt;
                 [filter]&lt;br /&gt;
                 side={SIDENO}&lt;br /&gt;
                 [/filter]&lt;br /&gt;
         [/store_unit]&lt;br /&gt;
 &lt;br /&gt;
         [unit]&lt;br /&gt;
         type={TYPE}&lt;br /&gt;
         description={DESC}&lt;br /&gt;
         unrenameable=yes&lt;br /&gt;
         side={SIDENO}&lt;br /&gt;
         x,y=$oldunit.x,$oldunit.y&lt;br /&gt;
         canrecruit=yes&lt;br /&gt;
         [/unit]&lt;br /&gt;
 &lt;br /&gt;
         [clear_variable]&lt;br /&gt;
         name=oldunit&lt;br /&gt;
         [/clear_variable]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
Other useful tags include [set_recruit], [modify_side], [modify_turns] and [remove_shroud]. There is currently no way to remove fog. You might also want to use ''experience_modifier=100'' in the [multiplayer] tag.&lt;br /&gt;
&lt;br /&gt;
=== Custom units ===&lt;br /&gt;
&lt;br /&gt;
If you have any custom units, you can include them from the campaign file. It will look something like this:&lt;br /&gt;
&lt;br /&gt;
 #ifdef MULTIPLAYER&lt;br /&gt;
 {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 &lt;br /&gt;
 [+units]&lt;br /&gt;
     {@campaigns/My_Campaign/units}&lt;br /&gt;
 [/units]&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=11349 Multiplayer Campaigns HOWTO forum post]&lt;br /&gt;
* [[BuildingScenarios]]&lt;br /&gt;
* [[BuildingMultiplayer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Mathemagician</name></author>
		
	</entry>
</feed>