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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Olf</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=Olf"/>
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	<updated>2026-04-15T22:18:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothManual&amp;diff=5500</id>
		<title>WesnothManual</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothManual&amp;diff=5500"/>
		<updated>2005-12-27T09:54:33Z</updated>

		<summary type="html">&lt;p&gt;Olf: /* Experience */ table fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This document is kept in synch with the MANUAL file distributed with the game -- please do not edit.''&lt;br /&gt;
&lt;br /&gt;
If you are new to ''Battle for Wesnoth'' you might want to read the [[GettingStarted]] guide first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
 F1     	The Battle for Wesnoth Help&lt;br /&gt;
 Arrow keys     Scroll&lt;br /&gt;
 Left click     Select unit, move unit&lt;br /&gt;
 Right click    Main menu, cancel action&lt;br /&gt;
 Middle click   Center on pointer location&lt;br /&gt;
 Escape         Exit game, exit menu, cancel message&lt;br /&gt;
 ctrl-r         Recruit unit&lt;br /&gt;
 ctrl-shift-r   Repeat last recruit&lt;br /&gt;
 alt-r          Recall unit&lt;br /&gt;
 u              Undo last move (only deterministic moves can be undone)&lt;br /&gt;
 r              Redo move&lt;br /&gt;
 m              Message another player (in multiplayer)&lt;br /&gt;
 M              Message your allies (in multiplayer)&lt;br /&gt;
 alt-m          Message everyone in the game (in multiplayer)&lt;br /&gt;
 n              Cycle through units that have movement left&lt;br /&gt;
 N              Cycle through units that have movement left, in reverse order&lt;br /&gt;
 space          End unit turn and cycle to next unit that has movement left&lt;br /&gt;
 alt-e          End this player's turn (Wesnoth 0.9.4 and earlier)&lt;br /&gt;
 alt-space      End this player's turn (Wesnoth 0.9.5 and later)&lt;br /&gt;
 ctrl-space     Hold unit position; skip this unit when cycling through units&lt;br /&gt;
 ctrl-v         Show enemy moves (where the enemy can move next turn)&lt;br /&gt;
 ctrl-b         Show potential enemy moves, if your units were not on the map&lt;br /&gt;
 ctrl-f         Toggle full screen/windowed mode&lt;br /&gt;
 ctrl-a         Toggle accelerated game mode&lt;br /&gt;
 ctrl-s         Save game&lt;br /&gt;
 ctrl-l         Load game&lt;br /&gt;
&lt;br /&gt;
 /              Search&lt;br /&gt;
 t              Continue interrupted unit move&lt;br /&gt;
 z              Zoom in&lt;br /&gt;
 x              Zoom out&lt;br /&gt;
 c              Reset zoom to default&lt;br /&gt;
 ctrl-n         Rename unit&lt;br /&gt;
 1-7            Show how far currently selected unit can move in that many turns&lt;br /&gt;
 l              Move to leader unit&lt;br /&gt;
 d              Describe current unit&lt;br /&gt;
 ctrl-d         View defensive ratings of current unit against attacks&lt;br /&gt;
 ctrl-g         Toggle grid&lt;br /&gt;
 alt-k          Toggle shroud&lt;br /&gt;
 ctrl-k         Update shroud&lt;br /&gt;
 alt-l          Attach a text label to a terrain hex&lt;br /&gt;
 alt-s          Show status table&lt;br /&gt;
 ctrl-t         Show terrain table&lt;br /&gt;
 ctrl-m         Toggle muting of game sounds&lt;br /&gt;
 :              Command mode, see http://www.wesnoth.org/wiki/CommandMode&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
&lt;br /&gt;
On the top of the energy bar shown next to each unit of yours is an orb.&lt;br /&gt;
This orb is:&lt;br /&gt;
* green if you control the unit and it hasn't moved this turn,&lt;br /&gt;
* yellow if you control the unit and it has moved this turn, but could still move further or attack,&lt;br /&gt;
* red if you control the unit, but it has used all its movement this turn, or&lt;br /&gt;
* blue if the unit is an ally you do not control.&lt;br /&gt;
&lt;br /&gt;
Enemy units have no orb on the top of their energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The game takes place over a series of battles, or scenarios.&lt;br /&gt;
Each scenario pits your troops against the troops of one or&lt;br /&gt;
more adversaries. Each side begins with one leader in their keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gold ==&lt;br /&gt;
&lt;br /&gt;
Each side is given some amount of gold to begin with,&lt;br /&gt;
and receives 2 gold pieces per turn, plus 1 more gold piece for&lt;br /&gt;
every village that side controls.&lt;br /&gt;
&lt;br /&gt;
Each unit also has an upkeep cost.&lt;br /&gt;
The upkeep cost is generally equal to the level of the unit,&lt;br /&gt;
unless the unit has the 'Loyal' trait (see below).&lt;br /&gt;
Units that are not recalled or recruited - i.e. that lead the side&lt;br /&gt;
or join the side voluntarily - usually have the Loyal trait.&lt;br /&gt;
Upkeep is only paid if the total upkeep of a&lt;br /&gt;
side's units is greater than the number of villages that side controls.&lt;br /&gt;
Upkeep paid is the difference between the number&lt;br /&gt;
of villages and the upkeep cost.&lt;br /&gt;
&lt;br /&gt;
So, the formula for determining the income per turn is&lt;br /&gt;
&lt;br /&gt;
  2 + villages - maximum(0,upkeep - villages)&lt;br /&gt;
&lt;br /&gt;
where upkeep is equal to the sum of the levels of all your non-loyal units.&lt;br /&gt;
&lt;br /&gt;
If the upkeep cost is greater than the number of villages+2 then the side&lt;br /&gt;
starts losing gold, if it is equal, no income is gained or lost.&lt;br /&gt;
&lt;br /&gt;
== Recruiting and Recalling ==&lt;br /&gt;
&lt;br /&gt;
Units may be recruited with gold, as long as the leader is on a keep,&lt;br /&gt;
and there is at least one vacant castle hex in the castle the leader is&lt;br /&gt;
in.  Right-click in the empty hex and select Recruit to recruit new&lt;br /&gt;
units from the list that is presented.  The cost to Recruit depends on&lt;br /&gt;
the unit, but is usually between 10 and 20 gold.&lt;br /&gt;
&lt;br /&gt;
After you complete a scenario, all surviving units will be available to&lt;br /&gt;
you in the next scenario.  Right-click and select Recall to recall units&lt;br /&gt;
from previous scenarios.  Recalling costs 20 pieces of gold.  A Recalled&lt;br /&gt;
unit retains its previous Level, Experience Points, and&lt;br /&gt;
(sometimes) any magic items acquired, but will arrive with full hitpoints.&lt;br /&gt;
&lt;br /&gt;
You are not able to move or attack with a unit on the turn you recruit&lt;br /&gt;
or recall that unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit Specialties ==&lt;br /&gt;
&lt;br /&gt;
Unit specialties are described under Unit Description in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Units have traits which reflect aspects of their character.&lt;br /&gt;
Traits are assigned randomly to units when they are created.&lt;br /&gt;
Most units receive two traits.  The possible traits are as follows:&lt;br /&gt;
&lt;br /&gt;
 Strong       does 1 extra damage per strike in melee, and has 2 extra hitpoints&lt;br /&gt;
 Quick        has one extra movement point, but 10% fewer hitpoints&lt;br /&gt;
 Resilient    has 7 more hitpoints&lt;br /&gt;
 Intelligent  requires 20% less experience to advance a level (not Trolls)&lt;br /&gt;
&lt;br /&gt;
There are also some traits that are not assigned randomly:&lt;br /&gt;
&lt;br /&gt;
 Loyal        has zero upkeep cost&lt;br /&gt;
 Dextrous     does 1 extra damage per strike in ranged combat (Elves only)&lt;br /&gt;
 Undead       immune to poison (Undead only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Moving ==&lt;br /&gt;
&lt;br /&gt;
When a unit is clicked on, all the places it can move to on the current&lt;br /&gt;
turn become lit up, while everywhere it can't move is marked in grey.&lt;br /&gt;
You can then click on the hex you want it to move to.&lt;br /&gt;
Moving onto a village that is neutral or owned by an enemy will take&lt;br /&gt;
ownership of it.&lt;br /&gt;
If you select a destination which is beyond reach in the current turn,&lt;br /&gt;
the unit will enter 'goto-mode' and continue moving towards&lt;br /&gt;
that destination in subsequent turns.&lt;br /&gt;
You can easily undo goto movements in the beginning of your turn;&lt;br /&gt;
goto can be broken by selecting unit and choosing a new destination.&lt;br /&gt;
&lt;br /&gt;
You may not move through hexes adjacent to enemy units&lt;br /&gt;
(their Zone of Control) without stopping.&lt;br /&gt;
However, level 0 units have no Zone of Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting ==&lt;br /&gt;
&lt;br /&gt;
If you move next to an enemy unit, you may attack it.&lt;br /&gt;
Click on your unit that is next to an enemy unit, and click on&lt;br /&gt;
the enemy you want to attack.&lt;br /&gt;
Every unit has one or more weapons it can attack with.&lt;br /&gt;
Some weapons, such as swords, are melee weapons, and some weapons,&lt;br /&gt;
such as bows, are ranged weapons.&lt;br /&gt;
&lt;br /&gt;
If you attack with a melee weapon, the enemy you attack&lt;br /&gt;
will be able to strike back at you with its melee weapon.&lt;br /&gt;
If you attack with a ranged weapon, the&lt;br /&gt;
enemy will be able to attack back with its ranged weapon, if it has one.&lt;br /&gt;
&lt;br /&gt;
Different types of attacks do different amounts of damage,&lt;br /&gt;
and a certain number of strikes may be made with each weapon.&lt;br /&gt;
For instance, an Elvish Fighter does 5 points of damage with&lt;br /&gt;
its sword every time it hits, and can strike 4 blows with the sword&lt;br /&gt;
in one exchange. This is generally written as 5-4,&lt;br /&gt;
meaning 5 damage per hit, and 4 strikes.&lt;br /&gt;
&lt;br /&gt;
Every unit has a chance of being hit based on the terrain it is in.&lt;br /&gt;
For instance, units in castles and villages have a lower chance of&lt;br /&gt;
being hit, and Elves in forest have a low chance of being hit.&lt;br /&gt;
To see a unit's defense rating (i.e. chance not to be hit) in terrain,&lt;br /&gt;
click on the unit, and then mouse over the terrain you're&lt;br /&gt;
interested in, and the defense rating will be displayed as a&lt;br /&gt;
percentage value in the status pane, as well as shown over the terrain hex.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Every unit has an alignment: lawful, neutral, or chaotic.  Alignment&lt;br /&gt;
affects how units perform at different times of day.  Neutral units are&lt;br /&gt;
unaffected by the time of day.  Lawful units do more damage during the&lt;br /&gt;
day and less at night.  Chaotic units do more damage at night and less&lt;br /&gt;
during the day.&lt;br /&gt;
&lt;br /&gt;
The two &amp;quot;day&amp;quot; and &amp;quot;night&amp;quot; phases are differentiated as Morning,&lt;br /&gt;
Afternoon and First Watch, Second Watch, by the positions of the sun and&lt;br /&gt;
moon in the time of day graphic.&lt;br /&gt;
&lt;br /&gt;
The following table shows the effects of different times of the&lt;br /&gt;
day on the damage dealt by lawful and chaotic units:&lt;br /&gt;
&lt;br /&gt;
 | turn |  day-phase                 |   lawful  |   chaotic  |&lt;br /&gt;
 | ---------------------------------------------------------- |&lt;br /&gt;
 |  1   |  dawn                      |    --     |    --      |&lt;br /&gt;
 |  2   |  day (Morning)             |   +25%    |   -25%     |&lt;br /&gt;
 |  3   |  day (Afternoon)           |   +25%    |   -25%     |&lt;br /&gt;
 |  4   |  dusk                      |    --     |    --      |&lt;br /&gt;
 |  5   |  night (First Watch)       |   -25%    |   +25%     |&lt;br /&gt;
 |  6   |  night (Second Watch)      |   -25%    |   +25%     |&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
consider a fight between a Lawful and a Chaotic unit when both&lt;br /&gt;
have a base damage of 12.  At dawn and dusk, both will do 12 points&lt;br /&gt;
of damage if they hit. During Morning or Afternoon, the&lt;br /&gt;
Lawful unit will do (12 * 1.25) or 15 points, while the Chaotic unit&lt;br /&gt;
will do (12 * 0.75) or 9 points.  During First or Second Watch, the&lt;br /&gt;
Lawful unit would do 9 points compared to the Chaotic unit's 15.&lt;br /&gt;
&lt;br /&gt;
If an equivalent Neutral unit were fighting, it would always do 12 points&lt;br /&gt;
of damage regardless of the hour.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
Injured units in villages will recover 8 hitpoints every turn.&lt;br /&gt;
Injured units that are adjacent to units with the 'heal' or 'cure'&lt;br /&gt;
abilities will also heal. A unit that does not move or fight during&lt;br /&gt;
a turn is 'resting' and will recover 2 hitpoints.&lt;br /&gt;
Hitpoints recovered through 'resting' are added on top of hitpoints&lt;br /&gt;
recovered through healing or regenerating.&lt;br /&gt;
&lt;br /&gt;
A unit with the 'heals' ability may heal up to 8 hitpoints total per turn.&lt;br /&gt;
A unit with the 'cures' ability may heal up to 18 hitpoints total per turn.&lt;br /&gt;
&lt;br /&gt;
Units next to unit(s) with the 'heals' ability will recover a maximum of&lt;br /&gt;
4 hitpoints per turn; units next to unit(s) with the 'cures' ability will&lt;br /&gt;
recover a maximum of 8 hitpoints per turn.&lt;br /&gt;
The more units around a unit that can heal, the less each one will be healed.&lt;br /&gt;
&lt;br /&gt;
An example of 'heals' with multiple adjacent units:&lt;br /&gt;
&lt;br /&gt;
  Two units next to a 'healer' will receive 4 hitpoints each.&lt;br /&gt;
&lt;br /&gt;
  3 units next to a 'healer' will NOT receive 4 hitpoints each:&lt;br /&gt;
  two will receive 3 hitpoints and one will receive 2 hitpoints.&lt;br /&gt;
&lt;br /&gt;
A unit may be healed a maximum of 8 hitpoints per turn,&lt;br /&gt;
with a possible 2 hitpoints extra if resting.&lt;br /&gt;
Trolls, which have the regenerate ability, will&lt;br /&gt;
only recover 8 hitpoints when residing in a village, not 16.&lt;br /&gt;
Nor will a unit inside a village get extra healing from&lt;br /&gt;
adjacent healers.&lt;br /&gt;
&lt;br /&gt;
'Heals' prevents poison from causing damage while 'cures' removes poison.&lt;br /&gt;
When poison is cured or prevented the unit does not gain or lose hitpoints on&lt;br /&gt;
that turn due to healing/poisoning.&lt;br /&gt;
&lt;br /&gt;
For more information see the in-game help.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
Units are awarded experience for fighting.&lt;br /&gt;
After obtaining enough experience, they will advance a level&lt;br /&gt;
and become more powerful.&lt;br /&gt;
The amount of experience gained depends on the level of the enemy&lt;br /&gt;
unit and the outcome of the battle: if a unit kills its opponent,&lt;br /&gt;
it receives 8 experience points per level of the enemy&lt;br /&gt;
(4 if the enemy is level 0), while units that survive a battle&lt;br /&gt;
without killing their opponents are awarded 1 experience point&lt;br /&gt;
per level of the enemy. In other words:&lt;br /&gt;
&lt;br /&gt;
 | enemy level | kill bonus | fighting bonus |&lt;br /&gt;
 | ----------------------------------------- |&lt;br /&gt;
 |           0 |          4 |              0 |&lt;br /&gt;
 |           1 |          8 |              1 |&lt;br /&gt;
 |           2 |         16 |              2 |&lt;br /&gt;
 |           3 |         24 |              3 |&lt;br /&gt;
 |           4 |         32 |              4 |&lt;br /&gt;
 |           5 |         40 |              5 |&lt;br /&gt;
 |           6 |         48 |              6 |&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
&lt;br /&gt;
You can host multiplayer games with your client or&lt;br /&gt;
connect to the wesnoth game server and setup your game there.&lt;br /&gt;
If you host a game with your client, other players need to&lt;br /&gt;
be able to connect to your port 15000 using TCP.  If you are&lt;br /&gt;
behind a firewall, you will probably need to change your&lt;br /&gt;
firewall settings to allow incoming connections to port 15000,&lt;br /&gt;
and tell your firewall to forward such traffic to the machine&lt;br /&gt;
hosting the game.&lt;br /&gt;
You should not need to make firewall changes to join games&lt;br /&gt;
hosted on a public server or by someone else.&lt;br /&gt;
&lt;br /&gt;
Public Official servers:&lt;br /&gt;
  server.wesnoth.org        most recent release of the game&lt;br /&gt;
  devsrv.wesnoth.org        up-to-date CVS version of the game&lt;br /&gt;
&lt;br /&gt;
Additional servers are listed at http://wesnoth.slack.it/?[[MultiplayerServers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setting up a multiplayer game&lt;br /&gt;
&lt;br /&gt;
* Step 1: select multiplayer from main screen and choose to either:&lt;br /&gt;
** a) join official server and create game,&lt;br /&gt;
** b) join any other server or game hosted by another player,&lt;br /&gt;
** c) select to host game on your client,&lt;br /&gt;
** d) create a multiplayer game on your own computer as a hotseat game, or&lt;br /&gt;
** e) play against the computer.&lt;br /&gt;
* Step 2: select map and configure game settings&lt;br /&gt;
(fog of war, shroud, gold per village).&lt;br /&gt;
* Step 3: configure players (teams/alliances, starting gold, faction)&lt;br /&gt;
and then wait for all players set to 'network player' to join the game.&lt;br /&gt;
You will see &amp;quot;network player&amp;quot; replaced with their nicknames as they join.&lt;br /&gt;
* Step 4: click [I'm Ready].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign Server ==&lt;br /&gt;
&lt;br /&gt;
You can fetch additional campaigns by selecting Campaign from the title&lt;br /&gt;
screen, and in the campaign menu, selecting Get More Campaigns.  This&lt;br /&gt;
will attempt to make a TCP connection to port 15002 of the campaign&lt;br /&gt;
server ('''campaigns.wesnoth.org''') so you need to ensure your firewall&lt;br /&gt;
allows this.  The campaigns are contributed by users and not all will&lt;br /&gt;
work properly on the current release of the game -- check the forums at&lt;br /&gt;
if you are having problems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Resources ==&lt;br /&gt;
&lt;br /&gt;
In-game Help is available in scenarios, press the Help hotkey or select&lt;br /&gt;
Help from the menu.  The overall homepage of the project is at&lt;br /&gt;
http://www.wesnoth.org/ and this links to many other pages related to&lt;br /&gt;
the game.  Of these, our wiki at http://wiki.wesnoth.org/ contains&lt;br /&gt;
contributed walkthroughs and tips for playing the game, the unit&lt;br /&gt;
advancement tree, information about making your own scenarios and&lt;br /&gt;
campaigns, how to contribute as a developer or a translator, and much&lt;br /&gt;
more.  You can also join us to chat on IRC at irc.wesnoth.org in channel #wesnoth or join our forum community at http://forum.wesnoth.org/ where&lt;br /&gt;
you can discuss the game with over 2000 forum members.  The forums also&lt;br /&gt;
contain a searchable archive of tens of thousands of posts, spanning&lt;br /&gt;
over two years -- an invaluable source of information.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* http://forum.wesnoth.org/&lt;br /&gt;
* [irc://irc.wesnoth.org/wesnoth #wesnoth IRC channel]&lt;br /&gt;
* http://www.wesnoth.org/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;/div&gt;</summary>
		<author><name>Olf</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothManual&amp;diff=5499</id>
		<title>WesnothManual</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothManual&amp;diff=5499"/>
		<updated>2005-12-27T09:18:10Z</updated>

		<summary type="html">&lt;p&gt;Olf: /* Alignment */ table fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This document is kept in synch with the MANUAL file distributed with the game -- please do not edit.''&lt;br /&gt;
&lt;br /&gt;
If you are new to ''Battle for Wesnoth'' you might want to read the [[GettingStarted]] guide first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
 F1     	The Battle for Wesnoth Help&lt;br /&gt;
 Arrow keys     Scroll&lt;br /&gt;
 Left click     Select unit, move unit&lt;br /&gt;
 Right click    Main menu, cancel action&lt;br /&gt;
 Middle click   Center on pointer location&lt;br /&gt;
 Escape         Exit game, exit menu, cancel message&lt;br /&gt;
 ctrl-r         Recruit unit&lt;br /&gt;
 ctrl-shift-r   Repeat last recruit&lt;br /&gt;
 alt-r          Recall unit&lt;br /&gt;
 u              Undo last move (only deterministic moves can be undone)&lt;br /&gt;
 r              Redo move&lt;br /&gt;
 m              Message another player (in multiplayer)&lt;br /&gt;
 M              Message your allies (in multiplayer)&lt;br /&gt;
 alt-m          Message everyone in the game (in multiplayer)&lt;br /&gt;
 n              Cycle through units that have movement left&lt;br /&gt;
 N              Cycle through units that have movement left, in reverse order&lt;br /&gt;
 space          End unit turn and cycle to next unit that has movement left&lt;br /&gt;
 alt-e          End this player's turn (Wesnoth 0.9.4 and earlier)&lt;br /&gt;
 alt-space      End this player's turn (Wesnoth 0.9.5 and later)&lt;br /&gt;
 ctrl-space     Hold unit position; skip this unit when cycling through units&lt;br /&gt;
 ctrl-v         Show enemy moves (where the enemy can move next turn)&lt;br /&gt;
 ctrl-b         Show potential enemy moves, if your units were not on the map&lt;br /&gt;
 ctrl-f         Toggle full screen/windowed mode&lt;br /&gt;
 ctrl-a         Toggle accelerated game mode&lt;br /&gt;
 ctrl-s         Save game&lt;br /&gt;
 ctrl-l         Load game&lt;br /&gt;
&lt;br /&gt;
 /              Search&lt;br /&gt;
 t              Continue interrupted unit move&lt;br /&gt;
 z              Zoom in&lt;br /&gt;
 x              Zoom out&lt;br /&gt;
 c              Reset zoom to default&lt;br /&gt;
 ctrl-n         Rename unit&lt;br /&gt;
 1-7            Show how far currently selected unit can move in that many turns&lt;br /&gt;
 l              Move to leader unit&lt;br /&gt;
 d              Describe current unit&lt;br /&gt;
 ctrl-d         View defensive ratings of current unit against attacks&lt;br /&gt;
 ctrl-g         Toggle grid&lt;br /&gt;
 alt-k          Toggle shroud&lt;br /&gt;
 ctrl-k         Update shroud&lt;br /&gt;
 alt-l          Attach a text label to a terrain hex&lt;br /&gt;
 alt-s          Show status table&lt;br /&gt;
 ctrl-t         Show terrain table&lt;br /&gt;
 ctrl-m         Toggle muting of game sounds&lt;br /&gt;
 :              Command mode, see http://www.wesnoth.org/wiki/CommandMode&lt;br /&gt;
&lt;br /&gt;
== Orbs ==&lt;br /&gt;
&lt;br /&gt;
On the top of the energy bar shown next to each unit of yours is an orb.&lt;br /&gt;
This orb is:&lt;br /&gt;
* green if you control the unit and it hasn't moved this turn,&lt;br /&gt;
* yellow if you control the unit and it has moved this turn, but could still move further or attack,&lt;br /&gt;
* red if you control the unit, but it has used all its movement this turn, or&lt;br /&gt;
* blue if the unit is an ally you do not control.&lt;br /&gt;
&lt;br /&gt;
Enemy units have no orb on the top of their energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The game takes place over a series of battles, or scenarios.&lt;br /&gt;
Each scenario pits your troops against the troops of one or&lt;br /&gt;
more adversaries. Each side begins with one leader in their keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gold ==&lt;br /&gt;
&lt;br /&gt;
Each side is given some amount of gold to begin with,&lt;br /&gt;
and receives 2 gold pieces per turn, plus 1 more gold piece for&lt;br /&gt;
every village that side controls.&lt;br /&gt;
&lt;br /&gt;
Each unit also has an upkeep cost.&lt;br /&gt;
The upkeep cost is generally equal to the level of the unit,&lt;br /&gt;
unless the unit has the 'Loyal' trait (see below).&lt;br /&gt;
Units that are not recalled or recruited - i.e. that lead the side&lt;br /&gt;
or join the side voluntarily - usually have the Loyal trait.&lt;br /&gt;
Upkeep is only paid if the total upkeep of a&lt;br /&gt;
side's units is greater than the number of villages that side controls.&lt;br /&gt;
Upkeep paid is the difference between the number&lt;br /&gt;
of villages and the upkeep cost.&lt;br /&gt;
&lt;br /&gt;
So, the formula for determining the income per turn is&lt;br /&gt;
&lt;br /&gt;
  2 + villages - maximum(0,upkeep - villages)&lt;br /&gt;
&lt;br /&gt;
where upkeep is equal to the sum of the levels of all your non-loyal units.&lt;br /&gt;
&lt;br /&gt;
If the upkeep cost is greater than the number of villages+2 then the side&lt;br /&gt;
starts losing gold, if it is equal, no income is gained or lost.&lt;br /&gt;
&lt;br /&gt;
== Recruiting and Recalling ==&lt;br /&gt;
&lt;br /&gt;
Units may be recruited with gold, as long as the leader is on a keep,&lt;br /&gt;
and there is at least one vacant castle hex in the castle the leader is&lt;br /&gt;
in.  Right-click in the empty hex and select Recruit to recruit new&lt;br /&gt;
units from the list that is presented.  The cost to Recruit depends on&lt;br /&gt;
the unit, but is usually between 10 and 20 gold.&lt;br /&gt;
&lt;br /&gt;
After you complete a scenario, all surviving units will be available to&lt;br /&gt;
you in the next scenario.  Right-click and select Recall to recall units&lt;br /&gt;
from previous scenarios.  Recalling costs 20 pieces of gold.  A Recalled&lt;br /&gt;
unit retains its previous Level, Experience Points, and&lt;br /&gt;
(sometimes) any magic items acquired, but will arrive with full hitpoints.&lt;br /&gt;
&lt;br /&gt;
You are not able to move or attack with a unit on the turn you recruit&lt;br /&gt;
or recall that unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit Specialties ==&lt;br /&gt;
&lt;br /&gt;
Unit specialties are described under Unit Description in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Units have traits which reflect aspects of their character.&lt;br /&gt;
Traits are assigned randomly to units when they are created.&lt;br /&gt;
Most units receive two traits.  The possible traits are as follows:&lt;br /&gt;
&lt;br /&gt;
 Strong       does 1 extra damage per strike in melee, and has 2 extra hitpoints&lt;br /&gt;
 Quick        has one extra movement point, but 10% fewer hitpoints&lt;br /&gt;
 Resilient    has 7 more hitpoints&lt;br /&gt;
 Intelligent  requires 20% less experience to advance a level (not Trolls)&lt;br /&gt;
&lt;br /&gt;
There are also some traits that are not assigned randomly:&lt;br /&gt;
&lt;br /&gt;
 Loyal        has zero upkeep cost&lt;br /&gt;
 Dextrous     does 1 extra damage per strike in ranged combat (Elves only)&lt;br /&gt;
 Undead       immune to poison (Undead only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Moving ==&lt;br /&gt;
&lt;br /&gt;
When a unit is clicked on, all the places it can move to on the current&lt;br /&gt;
turn become lit up, while everywhere it can't move is marked in grey.&lt;br /&gt;
You can then click on the hex you want it to move to.&lt;br /&gt;
Moving onto a village that is neutral or owned by an enemy will take&lt;br /&gt;
ownership of it.&lt;br /&gt;
If you select a destination which is beyond reach in the current turn,&lt;br /&gt;
the unit will enter 'goto-mode' and continue moving towards&lt;br /&gt;
that destination in subsequent turns.&lt;br /&gt;
You can easily undo goto movements in the beginning of your turn;&lt;br /&gt;
goto can be broken by selecting unit and choosing a new destination.&lt;br /&gt;
&lt;br /&gt;
You may not move through hexes adjacent to enemy units&lt;br /&gt;
(their Zone of Control) without stopping.&lt;br /&gt;
However, level 0 units have no Zone of Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting ==&lt;br /&gt;
&lt;br /&gt;
If you move next to an enemy unit, you may attack it.&lt;br /&gt;
Click on your unit that is next to an enemy unit, and click on&lt;br /&gt;
the enemy you want to attack.&lt;br /&gt;
Every unit has one or more weapons it can attack with.&lt;br /&gt;
Some weapons, such as swords, are melee weapons, and some weapons,&lt;br /&gt;
such as bows, are ranged weapons.&lt;br /&gt;
&lt;br /&gt;
If you attack with a melee weapon, the enemy you attack&lt;br /&gt;
will be able to strike back at you with its melee weapon.&lt;br /&gt;
If you attack with a ranged weapon, the&lt;br /&gt;
enemy will be able to attack back with its ranged weapon, if it has one.&lt;br /&gt;
&lt;br /&gt;
Different types of attacks do different amounts of damage,&lt;br /&gt;
and a certain number of strikes may be made with each weapon.&lt;br /&gt;
For instance, an Elvish Fighter does 5 points of damage with&lt;br /&gt;
its sword every time it hits, and can strike 4 blows with the sword&lt;br /&gt;
in one exchange. This is generally written as 5-4,&lt;br /&gt;
meaning 5 damage per hit, and 4 strikes.&lt;br /&gt;
&lt;br /&gt;
Every unit has a chance of being hit based on the terrain it is in.&lt;br /&gt;
For instance, units in castles and villages have a lower chance of&lt;br /&gt;
being hit, and Elves in forest have a low chance of being hit.&lt;br /&gt;
To see a unit's defense rating (i.e. chance not to be hit) in terrain,&lt;br /&gt;
click on the unit, and then mouse over the terrain you're&lt;br /&gt;
interested in, and the defense rating will be displayed as a&lt;br /&gt;
percentage value in the status pane, as well as shown over the terrain hex.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Every unit has an alignment: lawful, neutral, or chaotic.  Alignment&lt;br /&gt;
affects how units perform at different times of day.  Neutral units are&lt;br /&gt;
unaffected by the time of day.  Lawful units do more damage during the&lt;br /&gt;
day and less at night.  Chaotic units do more damage at night and less&lt;br /&gt;
during the day.&lt;br /&gt;
&lt;br /&gt;
The two &amp;quot;day&amp;quot; and &amp;quot;night&amp;quot; phases are differentiated as Morning,&lt;br /&gt;
Afternoon and First Watch, Second Watch, by the positions of the sun and&lt;br /&gt;
moon in the time of day graphic.&lt;br /&gt;
&lt;br /&gt;
The following table shows the effects of different times of the&lt;br /&gt;
day on the damage dealt by lawful and chaotic units:&lt;br /&gt;
&lt;br /&gt;
 | turn |  day-phase                 |   lawful  |   chaotic  |&lt;br /&gt;
 | ---------------------------------------------------------- |&lt;br /&gt;
 |  1   |  dawn                      |    --     |    --      |&lt;br /&gt;
 |  2   |  day (Morning)             |   +25%    |   -25%     |&lt;br /&gt;
 |  3   |  day (Afternoon)           |   +25%    |   -25%     |&lt;br /&gt;
 |  4   |  dusk                      |    --     |    --      |&lt;br /&gt;
 |  5   |  night (First Watch)       |   -25%    |   +25%     |&lt;br /&gt;
 |  6   |  night (Second Watch)      |   -25%    |   +25%     |&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
consider a fight between a Lawful and a Chaotic unit when both&lt;br /&gt;
have a base damage of 12.  At dawn and dusk, both will do 12 points&lt;br /&gt;
of damage if they hit. During Morning or Afternoon, the&lt;br /&gt;
Lawful unit will do (12 * 1.25) or 15 points, while the Chaotic unit&lt;br /&gt;
will do (12 * 0.75) or 9 points.  During First or Second Watch, the&lt;br /&gt;
Lawful unit would do 9 points compared to the Chaotic unit's 15.&lt;br /&gt;
&lt;br /&gt;
If an equivalent Neutral unit were fighting, it would always do 12 points&lt;br /&gt;
of damage regardless of the hour.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
Injured units in villages will recover 8 hitpoints every turn.&lt;br /&gt;
Injured units that are adjacent to units with the 'heal' or 'cure'&lt;br /&gt;
abilities will also heal. A unit that does not move or fight during&lt;br /&gt;
a turn is 'resting' and will recover 2 hitpoints.&lt;br /&gt;
Hitpoints recovered through 'resting' are added on top of hitpoints&lt;br /&gt;
recovered through healing or regenerating.&lt;br /&gt;
&lt;br /&gt;
A unit with the 'heals' ability may heal up to 8 hitpoints total per turn.&lt;br /&gt;
A unit with the 'cures' ability may heal up to 18 hitpoints total per turn.&lt;br /&gt;
&lt;br /&gt;
Units next to unit(s) with the 'heals' ability will recover a maximum of&lt;br /&gt;
4 hitpoints per turn; units next to unit(s) with the 'cures' ability will&lt;br /&gt;
recover a maximum of 8 hitpoints per turn.&lt;br /&gt;
The more units around a unit that can heal, the less each one will be healed.&lt;br /&gt;
&lt;br /&gt;
An example of 'heals' with multiple adjacent units:&lt;br /&gt;
&lt;br /&gt;
  Two units next to a 'healer' will receive 4 hitpoints each.&lt;br /&gt;
&lt;br /&gt;
  3 units next to a 'healer' will NOT receive 4 hitpoints each:&lt;br /&gt;
  two will receive 3 hitpoints and one will receive 2 hitpoints.&lt;br /&gt;
&lt;br /&gt;
A unit may be healed a maximum of 8 hitpoints per turn,&lt;br /&gt;
with a possible 2 hitpoints extra if resting.&lt;br /&gt;
Trolls, which have the regenerate ability, will&lt;br /&gt;
only recover 8 hitpoints when residing in a village, not 16.&lt;br /&gt;
Nor will a unit inside a village get extra healing from&lt;br /&gt;
adjacent healers.&lt;br /&gt;
&lt;br /&gt;
'Heals' prevents poison from causing damage while 'cures' removes poison.&lt;br /&gt;
When poison is cured or prevented the unit does not gain or lose hitpoints on&lt;br /&gt;
that turn due to healing/poisoning.&lt;br /&gt;
&lt;br /&gt;
For more information see the in-game help.&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
Units are awarded experience for fighting.&lt;br /&gt;
After obtaining enough experience, they will advance a level&lt;br /&gt;
and become more powerful.&lt;br /&gt;
The amount of experience gained depends on the level of the enemy&lt;br /&gt;
unit and the outcome of the battle: if a unit kills its opponent,&lt;br /&gt;
it receives 8 experience points per level of the enemy&lt;br /&gt;
(4 if the enemy is level 0), while units that survive a battle&lt;br /&gt;
without killing their opponents are awarded 1 experience point&lt;br /&gt;
per level of the enemy. In other words:&lt;br /&gt;
&lt;br /&gt;
 | enemy level | kill bonus | fighting bonus |&lt;br /&gt;
 | -------------------------------------------------- |&lt;br /&gt;
 | 0                  | 4              | 0                     |&lt;br /&gt;
 | 1                  | 8              | 1                     |&lt;br /&gt;
 | 2                  | 16            | 2                     |&lt;br /&gt;
 | 3                  | 24            | 3                     |&lt;br /&gt;
 | 4                  | 32            | 4                     |&lt;br /&gt;
 | 5                  | 40            | 5                     |&lt;br /&gt;
 | 6                  | 48            | 6                     |&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
&lt;br /&gt;
You can host multiplayer games with your client or&lt;br /&gt;
connect to the wesnoth game server and setup your game there.&lt;br /&gt;
If you host a game with your client, other players need to&lt;br /&gt;
be able to connect to your port 15000 using TCP.  If you are&lt;br /&gt;
behind a firewall, you will probably need to change your&lt;br /&gt;
firewall settings to allow incoming connections to port 15000,&lt;br /&gt;
and tell your firewall to forward such traffic to the machine&lt;br /&gt;
hosting the game.&lt;br /&gt;
You should not need to make firewall changes to join games&lt;br /&gt;
hosted on a public server or by someone else.&lt;br /&gt;
&lt;br /&gt;
Public Official servers:&lt;br /&gt;
  server.wesnoth.org        most recent release of the game&lt;br /&gt;
  devsrv.wesnoth.org        up-to-date CVS version of the game&lt;br /&gt;
&lt;br /&gt;
Additional servers are listed at http://wesnoth.slack.it/?[[MultiplayerServers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setting up a multiplayer game&lt;br /&gt;
&lt;br /&gt;
* Step 1: select multiplayer from main screen and choose to either:&lt;br /&gt;
** a) join official server and create game,&lt;br /&gt;
** b) join any other server or game hosted by another player,&lt;br /&gt;
** c) select to host game on your client,&lt;br /&gt;
** d) create a multiplayer game on your own computer as a hotseat game, or&lt;br /&gt;
** e) play against the computer.&lt;br /&gt;
* Step 2: select map and configure game settings&lt;br /&gt;
(fog of war, shroud, gold per village).&lt;br /&gt;
* Step 3: configure players (teams/alliances, starting gold, faction)&lt;br /&gt;
and then wait for all players set to 'network player' to join the game.&lt;br /&gt;
You will see &amp;quot;network player&amp;quot; replaced with their nicknames as they join.&lt;br /&gt;
* Step 4: click [I'm Ready].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Campaign Server ==&lt;br /&gt;
&lt;br /&gt;
You can fetch additional campaigns by selecting Campaign from the title&lt;br /&gt;
screen, and in the campaign menu, selecting Get More Campaigns.  This&lt;br /&gt;
will attempt to make a TCP connection to port 15002 of the campaign&lt;br /&gt;
server ('''campaigns.wesnoth.org''') so you need to ensure your firewall&lt;br /&gt;
allows this.  The campaigns are contributed by users and not all will&lt;br /&gt;
work properly on the current release of the game -- check the forums at&lt;br /&gt;
if you are having problems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Resources ==&lt;br /&gt;
&lt;br /&gt;
In-game Help is available in scenarios, press the Help hotkey or select&lt;br /&gt;
Help from the menu.  The overall homepage of the project is at&lt;br /&gt;
http://www.wesnoth.org/ and this links to many other pages related to&lt;br /&gt;
the game.  Of these, our wiki at http://wiki.wesnoth.org/ contains&lt;br /&gt;
contributed walkthroughs and tips for playing the game, the unit&lt;br /&gt;
advancement tree, information about making your own scenarios and&lt;br /&gt;
campaigns, how to contribute as a developer or a translator, and much&lt;br /&gt;
more.  You can also join us to chat on IRC at irc.wesnoth.org in channel #wesnoth or join our forum community at http://forum.wesnoth.org/ where&lt;br /&gt;
you can discuss the game with over 2000 forum members.  The forums also&lt;br /&gt;
contain a searchable archive of tens of thousands of posts, spanning&lt;br /&gt;
over two years -- an invaluable source of information.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* http://forum.wesnoth.org/&lt;br /&gt;
* [irc://irc.wesnoth.org/wesnoth #wesnoth IRC channel]&lt;br /&gt;
* http://www.wesnoth.org/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;/div&gt;</summary>
		<author><name>Olf</name></author>
		
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